<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eamon</id>
	<title>RPGnet - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eamon"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/Eamon"/>
	<updated>2026-05-15T23:03:23Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Ogre_1.jpg&amp;diff=134414</id>
		<title>File:Ogre 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Ogre_1.jpg&amp;diff=134414"/>
		<updated>2010-01-10T01:46:38Z</updated>

		<summary type="html">&lt;p&gt;Eamon: uploaded a new version of &amp;quot;File:Ogre 1.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Ogre_1.jpg&amp;diff=134413</id>
		<title>File:Ogre 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Ogre_1.jpg&amp;diff=134413"/>
		<updated>2010-01-10T01:46:16Z</updated>

		<summary type="html">&lt;p&gt;Eamon: uploaded a new version of &amp;quot;File:Ogre 1.jpg&amp;quot;:&amp;amp;#32;Reverted to version as of 18:26, 2 January 2010&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Ogre_1.jpg&amp;diff=134412</id>
		<title>File:Ogre 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Ogre_1.jpg&amp;diff=134412"/>
		<updated>2010-01-10T01:46:03Z</updated>

		<summary type="html">&lt;p&gt;Eamon: uploaded a new version of &amp;quot;File:Ogre 1.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133835</id>
		<title>Talk:OGRE:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133835"/>
		<updated>2010-01-03T03:03:52Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Rule Name (Section of rulebook) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OGRE Work-flow guidelines==&lt;br /&gt;
&lt;br /&gt;
Starting a format for placing new ideas and rules for consideration by the author.&lt;br /&gt;
&lt;br /&gt;
==Brainstorms==&lt;br /&gt;
&lt;br /&gt;
===Easy Potable Book Mechanics===&lt;br /&gt;
&lt;br /&gt;
=====Flip Page &amp;quot;Roll&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
50/50 coin flip type mechanic where the reader flips/leafs through the corner of the book and randomly stops. Then the reader would check to see if the page number is even or odd.&lt;br /&gt;
&lt;br /&gt;
The Fighting Fantasy books were the first to feature images of dice at the bottom of each page. These allowed the game to be played without having actual dice to hand, by flicking through the book to a random page. (just saw this on the wikipedia fighting fantasy page [http://en.wikipedia.org/wiki/Fighting_Fantasy])&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 19:13, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength and Health )&lt;br /&gt;
#Grace (Agility and Dexterity)&lt;br /&gt;
#Perception Vs. Cunning (understanding the world around you 5 sense Perception and Intelligence in one)&lt;br /&gt;
#Magic Vs. Energy (Magic, Mystical spirit powers, Chi, Mental powers, Sci-Fi &amp;quot;force&amp;quot; powers, all rolled into ____Energy you set type at character creation based on setting)&lt;br /&gt;
#Mental Vs. Cunning if we are trying for a short easy attribute list (IQ and Education could be part of cunning)&lt;br /&gt;
&lt;br /&gt;
New list would be:&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength, Health, Physical resistance, Melee accuracy/capability)-(Body)&lt;br /&gt;
#Grace (Agility, Dexterity, Ranged accuracy/capability)-(Body)&lt;br /&gt;
#Cunning (Perception, street smarts, and application of skills/learning)-(Mind)&lt;br /&gt;
*Mental (Intelligence and Knowledge)-(Mind)&lt;br /&gt;
#Energy (any type based on setting)-(Spirit/Other)&lt;br /&gt;
&lt;br /&gt;
===Topic 3===&lt;br /&gt;
&lt;br /&gt;
===Topic 4===&lt;br /&gt;
&lt;br /&gt;
===Topic 5===&lt;br /&gt;
&lt;br /&gt;
==New Rules==&lt;br /&gt;
&lt;br /&gt;
===Use of Signature/Timestamp (Editing Rules)===&lt;br /&gt;
&lt;br /&gt;
* (Use the &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; to show your contributions)&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:57, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133834</id>
		<title>Talk:OGRE:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133834"/>
		<updated>2010-01-03T03:02:52Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Food for thought */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OGRE Work-flow guidelines==&lt;br /&gt;
&lt;br /&gt;
Starting a format for placing new ideas and rules for consideration by the author.&lt;br /&gt;
&lt;br /&gt;
==Brainstorms==&lt;br /&gt;
&lt;br /&gt;
===Easy Potable Book Mechanics===&lt;br /&gt;
&lt;br /&gt;
=====Flip Page &amp;quot;Roll&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
50/50 coin flip type mechanic where the reader flips/leafs through the corner of the book and randomly stops. Then the reader would check to see if the page number is even or odd.&lt;br /&gt;
&lt;br /&gt;
The Fighting Fantasy books were the first to feature images of dice at the bottom of each page. These allowed the game to be played without having actual dice to hand, by flicking through the book to a random page. (just saw this on the wikipedia fighting fantasy page [http://en.wikipedia.org/wiki/Fighting_Fantasy])&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 19:13, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength and Health )&lt;br /&gt;
#Grace (Agility and Dexterity)&lt;br /&gt;
#Perception Vs. Cunning (understanding the world around you 5 sense Perception and Intelligence in one)&lt;br /&gt;
#Magic Vs. Energy (Magic, Mystical spirit powers, Chi, Mental powers, Sci-Fi &amp;quot;force&amp;quot; powers, all rolled into ____Energy you set type at character creation based on setting)&lt;br /&gt;
#Mental Vs. Cunning if we are trying for a short easy attribute list (IQ and Education could be part of cunning)&lt;br /&gt;
&lt;br /&gt;
New list would be:&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength, Health, Physical resistance, Melee accuracy/capability)-(Body)&lt;br /&gt;
#Grace (Agility, Dexterity, Ranged accuracy/capability)-(Body)&lt;br /&gt;
#Cunning (Perception, street smarts, and application of skills/learning)-(Mind)&lt;br /&gt;
*Mental (Intelligence and Knowledge)-(Mind)&lt;br /&gt;
#Energy (any type based on setting)-(Spirit/Other)&lt;br /&gt;
&lt;br /&gt;
===Topic 3===&lt;br /&gt;
&lt;br /&gt;
===Topic 4===&lt;br /&gt;
&lt;br /&gt;
===Topic 5===&lt;br /&gt;
&lt;br /&gt;
==New Rules==&lt;br /&gt;
&lt;br /&gt;
===Use of Signature/Timestamp (Editing Rules)===&lt;br /&gt;
&lt;br /&gt;
* (Use the &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; to show your contributions)&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:57, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133833</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133833"/>
		<updated>2010-01-03T02:44:54Z</updated>

		<summary type="html">&lt;p&gt;Eamon: Removed because the text is not part of the commons license&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SOAR and the text that was here are the intellectual property of C. M. Perry (AKA Eamon).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==I have removed SOAR because of the commons license the Wiki has==&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=133832</id>
		<title>Major Projects</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Major_Projects&amp;diff=133832"/>
		<updated>2010-01-03T02:41:26Z</updated>

		<summary type="html">&lt;p&gt;Eamon: Removed SOAR... I am the author and do not like the commons license&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are working on a major project which you expect to span 6+ pages, please enter it alphabetically in the appropriate section of this page. Use a level 3 header, so that you&#039;ll appear in the table of contents, include a link to your project&#039;s main page, then briefly describe your project. &lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
This is a list of original game systems being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Æther===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Æther: Main Page|Æther]]&lt;br /&gt;
&lt;br /&gt;
Did you think Earth was the only world? The world of Æther is closer than you think, a fantastic world of magic, and faeries, castles and wonder. . . and dark powers trying to conquer two worlds. Æther is a campaign setting using the &#039;&#039;&#039;GURPS&#039;&#039;&#039; rules set. Characters must leap between worlds countering threats to both worlds and facing evil spirits, dragons, and both wonderful and terrible magics.&lt;br /&gt;
&lt;br /&gt;
===Alter Aeon===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Alter_Aeon]]&lt;br /&gt;
Dare you enter the world the world of Alter Aeon. Classic text based RPG with extensive quest, communication, and game play options. Online 24/7. Broadband NOT REQUIRED!&lt;br /&gt;
&lt;br /&gt;
===Avatar Stultus===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Avatar_Stultus:Main_Page|Avatar Stultus]]&lt;br /&gt;
&lt;br /&gt;
The Universe of Avatar Stultus is home to the Fantasy RPG [[Avatar_Stultus:Kar_Fero|Kar Fero]], and the SCI-Fi setting of [[Avatar_Stultus:Apox_Void|Apox Void]]. All of which are open and in Wiki format.&lt;br /&gt;
&lt;br /&gt;
===BASH! Basic Action Super Heroes===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[BASH:Main_Page|BASH!]]&lt;br /&gt;
&lt;br /&gt;
===Basic FANGS: Fantasy Adventure Network Gaming System===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[FANGS:_Main Page|FANGS]]&lt;br /&gt;
&lt;br /&gt;
Version 1.6.1 of a classless skill-based [[RPG]] system, with some minimal compatibility with [[d20 System|d20]] modules. By Christopher Allen and Steve Perrin.&lt;br /&gt;
&lt;br /&gt;
===B-Grade===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;[[B-Grade]]&lt;br /&gt;
&lt;br /&gt;
B-Grade is an rpg where the players take on the role of B-Grade movie characters such as vampires, mummys, martians, leprechauns, deformed hunchbacks, and wolfmen...they fight secretly for allied forces in 1935 at the brink of what will become world war 2...adventures focus on thwarting the schemes of cthulhuan occultists, far east criminal geniuses, mad scientists, double agents and facist governments...finding themselves in locations such as prehistoric dinosaur islands, archaelogical dig-sites, and secret military installations...fighting against foes such as japanese robots, radioactive mutants, sadistic superhuman nazis and legions of ninjas. Uses a heavily customised version of the One roll Engine (ORE) system.&lt;br /&gt;
&lt;br /&gt;
===CP2020===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[CP2020:Main_Page|CP2020]]&lt;br /&gt;
&lt;br /&gt;
Miscellaneous resources for running a Cyberpunk 2020 campaign.&lt;br /&gt;
&lt;br /&gt;
===Dice &amp;amp; Glory===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Dice&amp;amp;Glory:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
First Edition of a universal game system using skeletal character classes and a &amp;quot;buy&amp;quot; based experience point system and skill based magic and psionic systems. By Robert A Neri Jr.&lt;br /&gt;
&lt;br /&gt;
===Dread===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[Dread:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A horror game, where the character always dies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fabuland===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Fabuland:_Main Page|Fabuland]]&lt;br /&gt;
&lt;br /&gt;
A furry rpg aimed at children with a system based on the ideas presented in the Rough Quests RPGnet column.&lt;br /&gt;
&lt;br /&gt;
===Flamepunk===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Flamepunk:Main Page|Flamepunk]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cyberpunk meets pyromancy&#039;&#039; in this detailed and complete game. &#039;&#039;Blazers&#039;&#039;, grab your obsidian deck and run the flameweb to take down the &#039;&#039;Church of Holy Flame&#039;&#039;. &#039;&#039;Burners&#039;&#039;, tool up with pyrecaster, ashblade and stonecarve armour, and take on the &#039;&#039;Guild Hellforged&#039;&#039;. &#039;&#039;Binders&#039;&#039; catch yourself an elemental, fetter in to a flesh-tattoo then go hand to hand against the &#039;&#039;Hadar Shadows&#039;&#039;. It&#039;s all here, and you can take the burn back to the Man. Hope you brough something fireproof...&lt;br /&gt;
&lt;br /&gt;
===Gangwars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Gangwars:Main_Page|Gangwars]]&lt;br /&gt;
&lt;br /&gt;
A classless d20 based system emphasizing skills and traits, with similarities to the shadowrun setting.&lt;br /&gt;
&lt;br /&gt;
===Irradiated Fur===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[IrradiatedFur:Main Page|Irradiated Fur]]&lt;br /&gt;
&lt;br /&gt;
A simplistic anthropomorphic apocalyptic one-shot game system.&lt;br /&gt;
===FableScape===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[FableScape|FableScape]] &lt;br /&gt;
&lt;br /&gt;
An RPG taking place in the made up world of Morasadell {More-isa-dell.}The gama is in a Mythology/Fantasy/Simi-Shonen Genre Game. The Wiki-Page is is under-constuction.&lt;br /&gt;
&lt;br /&gt;
===Fantasy Rules for Fate 3.0===&lt;br /&gt;
&#039;&#039;&#039;Page:  &#039;&#039;&#039; [[Geos:Fate-Fudge_Rules|Fantasy Fate 3.0]]&lt;br /&gt;
&lt;br /&gt;
Geos is a standalone fantasy gameworld, using a variation on the [http://www.faterpg.com/ Fate 3.0] rules.  The main magic system is based on Atlas Games&#039; [http://www.atlas-games.com/arsmagica/ Ars Magica].  The system is primarily narrativist, with secondary emphasis on gamist and simulationist perspectives.&lt;br /&gt;
&lt;br /&gt;
===Land of Xel===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Land_of_Xel|Land of Xel]]&lt;br /&gt;
&lt;br /&gt;
Under construction RPG system. The Land of Xel is a fantasy RPG with a mix of technology, magic, and metal. The land is divided into four different factions each with its own internal strife and outward aggression.&lt;br /&gt;
&lt;br /&gt;
===Lexicon, an RPG===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Original Lexicon post]]&lt;br /&gt;
&lt;br /&gt;
A copy of the page that introduced the Lexicon wiki-based RPG to the world.  Originally written by Neel Krishnaswami; taken from his blog &amp;quot;The 20 x 20 Room&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Mano a Mano===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Mano a Mano]]&lt;br /&gt;
&lt;br /&gt;
A simple, generic system. Mano a Mano is well-suited for combat-intensive games with non-humanoid characters.&lt;br /&gt;
&lt;br /&gt;
===Marvel Universe Game===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MUG:Main Page]]&lt;br /&gt;
&lt;br /&gt;
A giant game of What If? featuring your favorite marvel characters. Eschews individual character control for a more collaborative storytelling environment.&lt;br /&gt;
&lt;br /&gt;
===Mini mam===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Mini mam]]&lt;br /&gt;
&lt;br /&gt;
An extremely simple fantasy RPG system, derived from older versions of Mano a Mano. Mini mam is designed for absolute beginners to role-playing games and gamers who have a need for a system so simple that it doesn&#039;t require a character sheet.&lt;br /&gt;
&lt;br /&gt;
===McMercenaries===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[McMercenaries:Orientation]]&lt;br /&gt;
&lt;br /&gt;
A game and setting of corporate warfare in the all-too-near future.&lt;br /&gt;
Input is encouraged!&lt;br /&gt;
&lt;br /&gt;
===nWoD Fantasy===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[NWoD_Fantasy:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A modification of Whitewolf&#039;s nWoD system into a fantasy setting similar to that of Dungeons and Dragons.&lt;br /&gt;
&lt;br /&gt;
===Ogre===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Ogre:Main_Page|Open, Generic Roleplaying Environment]] &lt;br /&gt;
&lt;br /&gt;
A generic rpg system without classes, general levels and with continuous initiative based on the OGC content.&lt;br /&gt;
&lt;br /&gt;
===OpenD20===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Opend20:_Main_Page|OpenD20]] &lt;br /&gt;
&lt;br /&gt;
A classless skills based [[d20 System|d20]] derivative.  Designed for elegant simplicity.  The intention is to create a more universal [[RPG]] system by getting input from the online community (are you reading this? Then that means YOU!)&lt;br /&gt;
&lt;br /&gt;
===Open Game Repository===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[OGR:Main Page|Open Game Repository]]&lt;br /&gt;
&lt;br /&gt;
A repository for various rules released under the [[Open Game License]]. This is intended to include everything from the SRD, games distributed by third parties, and home-brew rules. &lt;br /&gt;
&lt;br /&gt;
===SAMSARA===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Samsara:Main Page|SAMSARA]]&lt;br /&gt;
&lt;br /&gt;
A fairly rules-lite system of mechanics based around the resolution of contests.  Designed to be modular and eminently tweakable.&lt;br /&gt;
&lt;br /&gt;
===Serenity===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Serenity:Main Page|Serenity]]&lt;br /&gt;
&lt;br /&gt;
Miscellaneous resources for running a Serenity/Firefly campaign.&lt;br /&gt;
&lt;br /&gt;
===Shattered Prism===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ShatteredPrism:Main_Page|Shattered Prism]]&lt;br /&gt;
&lt;br /&gt;
In-Development RPG series. Shattered Prism is intended to be a series of related RPGs using a unified rules system, set within a predominately Sci-Fi galaxy.&lt;br /&gt;
&lt;br /&gt;
===Star Wars Saga===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Star Wars Saga:_Main Page|Star Wars Saga]]&lt;br /&gt;
&lt;br /&gt;
Miscellaneous resources for running a SW Saga campaign.&lt;br /&gt;
&lt;br /&gt;
===Symphony of Stars===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[SymphonyofStars]]&lt;br /&gt;
&lt;br /&gt;
An Experiment in Cooperative Game Design via Actual Play.&lt;br /&gt;
&lt;br /&gt;
===Texas===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Texas:_Main_Page|Texas]]&lt;br /&gt;
&lt;br /&gt;
A rules light poker-based game system. Designed to emulate the genre of Spaghetti Westerns, in the Sergio Leone / Clint Eastwood style.&lt;br /&gt;
&lt;br /&gt;
===24 Hour RPGs===&lt;br /&gt;
&amp;lt;b&amp;gt;Page:&amp;lt;/b&amp;gt;  [[List of 24 Hour RPGs by rating]]&lt;br /&gt;
&lt;br /&gt;
A listing of all the quickie RPGs created as part of the [http://www.24hourrpg.com/ 24 Hour RPG] event/contest.&lt;br /&gt;
&lt;br /&gt;
===Wiki RPG===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Wiki RPG]]&lt;br /&gt;
&lt;br /&gt;
The goal of the Wiki RPG project is to create computer based role playing games collaboratively.  &lt;br /&gt;
Games are both edited in the browser (via this Wiki) and played in the browser (the Wiki HTML pages are downloaded and the game code is interpreted by a JavaScript game engine).&lt;br /&gt;
&lt;br /&gt;
===WikiHow RPG===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[WikiHow RPG]]&lt;br /&gt;
&lt;br /&gt;
A system of Roleplaying where you make a persona on WIkiHow.com and roleplay it.&lt;br /&gt;
&lt;br /&gt;
===Xia===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Xia: Main Page|Xia]]&lt;br /&gt;
&lt;br /&gt;
Wushu heroes kick ass in fantasy ancient China! A detailed and complete roleplaying game designed for playing wuxia style games of kung fu action.&lt;br /&gt;
&lt;br /&gt;
==Game Design Resources==&lt;br /&gt;
&lt;br /&gt;
===System design grab-bags===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039;: [[System_grab-bags:Main_page]]&lt;br /&gt;
&lt;br /&gt;
A collection of all kinds of game mechanics used in different systems.&lt;br /&gt;
&lt;br /&gt;
==Generic Backgrounds==&lt;br /&gt;
This is a list of generic backgrounds, not tied to any game system, that are being developed at the RPGnetWiki.&lt;br /&gt;
&lt;br /&gt;
===Across the Spiral Arms===&lt;br /&gt;
Spiral arms is a space opera setting, designed to emulate many of the common Anime tropes. As such it&#039;s got a lot of drama, a lot of scope, and very little science included.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[SpiralArms:_Main_Page|Across the Spiral Arms]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Adventure! RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Adventure!_RPG_Campaigns:Main_Page|Adventure! RPG Campaigns: Main Page]]&lt;br /&gt;
&lt;br /&gt;
A page open for game groups to provide details and resource on individual campaigns based on the Adventure! roleplaying game.&lt;br /&gt;
&lt;br /&gt;
===Alvatia: Game Setting===&lt;br /&gt;
Alvatia is a fantasy game setting originally developed for use with [[FANGS:_Main Page|FANGS]], however, is quite suitable as a generic low-magic fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Main_Page|Alvatia]]&amp;lt;br&amp;gt;&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_Ingsby_-_Village_and_Manor|The Village and Manor of Ingsby]]&lt;br /&gt;
** &#039;&#039;&#039;Page:&#039;&#039;&#039; [[ALVATIA:_City_of_Wedburgh|City_of_Wedburgh]]&lt;br /&gt;
&lt;br /&gt;
===AMBER===&lt;br /&gt;
Page: [[Amber RPG:_Main Page]] &amp;lt;br&amp;gt; A page open for game groups to provide details and resource on individual campaigns based on the RPG for the Amber Setting.&lt;br /&gt;
&lt;br /&gt;
===Ars Nova===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Ars Nova]]&lt;br /&gt;
&lt;br /&gt;
14th century historical fantasy setting&lt;br /&gt;
&lt;br /&gt;
===Athanatos: A Transhumanist Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[ATHANATOS:_Main_Page|Athanatos]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting where powerful magics have allowed souls to stay connected to the material plane even after the death of the body.&lt;br /&gt;
&lt;br /&gt;
===Basilicus===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Basilicus]]&lt;br /&gt;
&lt;br /&gt;
A massive open content wiki project featuring worldbuilding in several genres, free fiction, and other invaluable resources.&lt;br /&gt;
&lt;br /&gt;
===Chaos Diceless===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Chaos_Diceless|Chaos Diceless]]&lt;br /&gt;
&lt;br /&gt;
Chaos, Rebma, The New Pattern and all these places you have never visited or re-invented a thousand times. They&#039;re here.&lt;br /&gt;
&lt;br /&gt;
A repository of Courts and places for ADRPG.&lt;br /&gt;
&lt;br /&gt;
===Conan RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Conan_RPG_Campaigns:Main_Page|Conan RPG Campaigns: Main Page]]&lt;br /&gt;
&lt;br /&gt;
A page open for game groups to provide details and resource on individual campaigns based on the sword and sorcery setting of Conan and the Hyborian world.&lt;br /&gt;
&lt;br /&gt;
===Contribute Your Eerie Event===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Eerie Event]]&lt;br /&gt;
&lt;br /&gt;
Following up on the thread from rpg.net, this is a Wiki designed to collate weird events for use in a variety of horror games.&lt;br /&gt;
&lt;br /&gt;
===Covenant, West Virginia===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Covenant]]&lt;br /&gt;
&lt;br /&gt;
A hyper-historical, modern day setting in the style of Lost. Contributions needed!&lt;br /&gt;
&lt;br /&gt;
===Diaspora Adaptations: Diaspora Does Dallas===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[DiasporaAdaptations:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A hub page for write-ups using &#039;&#039;Diaspora&#039;&#039; to build settings and characters for shows like &#039;&#039;Cowboy Bebop&#039;&#039; and &#039;&#039;Planetes&#039;&#039;, together with webcomics like &#039;&#039;A Miracle of Science&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Dinosaurs and Prehistoric Animals===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Dinosaurs and Prehistoric Animals]]&lt;br /&gt;
&lt;br /&gt;
Information about prehistoric creatures for use in RPGs, simulations or just &amp;quot;playing dinosaurs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Encyclopedia Galactica===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Encyclopedia_Galactica:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A hard sci-fi collection of solar systems, planets, lifeforms and sentient societies, suitable as a GM resource or as a subtrate for any sci-fi or fantasy campaign.&lt;br /&gt;
&lt;br /&gt;
===Eternal Empire===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[EternalEmpire:Main_Page|Eternal Empire]]&lt;br /&gt;
&lt;br /&gt;
Eternal Empire is a synthesis of Dark Fantasy and Science Fiction with a lenghty background that emphasizes the roles of religion, social structures, language, and race on both individuals and societies.&lt;br /&gt;
&lt;br /&gt;
===EverQuest rpg===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[EverQuest rpg:Main Page|EQrpg Main]]&lt;br /&gt;
&lt;br /&gt;
The EverQuest Role-Playing Game system is built on the d20 Open GL rules, and based in the world of Norrath, of the online rpg EverQuest.&lt;br /&gt;
&lt;br /&gt;
===Fantasy City Project===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Fantasy_City_Project:Main_Page|Fantasy City Project]]&lt;br /&gt;
&lt;br /&gt;
Shared development of a generic fantasy city, its locaions, NPCs, organizations and adventure seeds.&lt;br /&gt;
&lt;br /&gt;
===Federal Space===&lt;br /&gt;
&#039;&#039;&#039;Page: &#039;&#039;&#039; [[FederalSpace:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
Shadowjack&#039;s alternative-universe variation of Star Trek, lensed in the direction of harder science, more consistent worldbuilding, and uniforms with hats. &lt;br /&gt;
&lt;br /&gt;
===Geos===&lt;br /&gt;
&#039;&#039;&#039;Page: &#039;&#039;&#039; [[Geos:Main Page|Geos]] &lt;br /&gt;
&lt;br /&gt;
Geos is a fantasy gameworld, based loosely on 13th century Europe.  The current incarnation is skewed towards more realistic fantasy - while folk magic is common, actual wizards and faeries are hard to find.&lt;br /&gt;
&lt;br /&gt;
===The Gift===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[The_Gift:Main_Page|The Gift]]&lt;br /&gt;
&lt;br /&gt;
Mages have been Earth&#039;s top predators for as long as their history records, secretly enslaving humanity to further their own ends. Their power has only ever been limited by their ability to cooperate and the little gods have been free to do with this world whatever they desired. So, throughout history, they have made war on one another.&lt;br /&gt;
&lt;br /&gt;
===HarnWorld===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[HarnWorld:Main_Page|HarnWorld]]&lt;br /&gt;
&lt;br /&gt;
A compilation for adventuring the world of Kethira and Harn island in particular.&lt;br /&gt;
&lt;br /&gt;
===Lineage===&lt;br /&gt;
&#039;&#039;&#039;Page&#039;&#039;&#039; [[Lineage:Main_Page|Lineage]]&lt;br /&gt;
&lt;br /&gt;
There is no higher purpose for mankind, laid down from above. The mages have always known that. Heaven exists, but it cares nothing for humanity, not even to rule it. Hell is more attentive. The demons like it when we suffer and a demon can make a human suffer forever. Faced with a meaningless universe, will the mages stand up to defend humanity, or will they fight for personal power and glory?&lt;br /&gt;
&lt;br /&gt;
===Meamnar===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Meamnar:Main_Page|Meamnar]]&lt;br /&gt;
&lt;br /&gt;
A classic campaign setting constructed for the d20 game system.&lt;br /&gt;
&lt;br /&gt;
===Magipunk===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Magipunk:Main_Page|Magipunk]]&lt;br /&gt;
&lt;br /&gt;
A weird fantasy game of urban dystopia and rapidly changing social conflict -- cyberpunk crossed with swords and sorcery.&lt;br /&gt;
&lt;br /&gt;
===Marvel Realtime===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Marvel_Realtime:Main_Page|Marvel Realtime]]&lt;br /&gt;
&lt;br /&gt;
Extrapolating what the Marvel Universe might look like if time advanced normally.&lt;br /&gt;
&lt;br /&gt;
===Meanwhile, Back Home...===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[MEANWHILE:_Main_Page|Meanwhile, Back Home...]]&lt;br /&gt;
&lt;br /&gt;
A (mostly) humourous Alien Contact setting focusing on Earth.&lt;br /&gt;
&lt;br /&gt;
===Midnight RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Midnight RPG Campaigns: Main Page]]&lt;br /&gt;
&lt;br /&gt;
Midnight RPG Campaigns, is a wiki open for game groups to provide details and resource on individual campaigns based on the D20 Dungeons &amp;amp; Dragons MIDNIGHT Setting published by Fantasy Flight Games.&lt;br /&gt;
&lt;br /&gt;
===Necromunda Bible===&lt;br /&gt;
&#039;&#039;&#039;page:&#039;&#039;&#039; [[Necomunda_Bible]]&lt;br /&gt;
&lt;br /&gt;
Necromunda Bible - Is an [[OpenGamingResource]] intended to create a one stop shop for everything Necromunda. Including: New gangs, Fluff, Campaign Ideas and other user generated material based around the Necromunda board game.&lt;br /&gt;
&lt;br /&gt;
===Paradise City===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Paradise_City:Main_Page|Paradise City]]&lt;br /&gt;
&lt;br /&gt;
Paradise City, Nevada, is a &amp;quot;cyberpunk&amp;quot; setting designed for use with GURPS.  The city is huge and contains a wide variety of urban environments, most of them dangerous.&lt;br /&gt;
&lt;br /&gt;
===Pokethulhu RPG Campaigns===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Pokethulhu RPG Campaigns: Main Page]] &amp;lt;br&amp;gt; Pokethulhu RPG Campaigns, is a wiki open for game groups to provide details and resource on individual campaigns based on the Pokethulhu RPG.  The game is written and designed by [http://en.wikipedia.org/wiki/S._John_Ross S. John Ross] and currently published (in its 3rd Edition) as a free game available from [http://en.wikipedia.org/wiki/Cumberland_Games_and_Diversions Cumberland Games and Diversions]. &lt;br /&gt;
&lt;br /&gt;
===Post-Future===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Post-Future:Main_Page|Post Future]]&lt;br /&gt;
&lt;br /&gt;
Your favorite setting, cast forward into a darker future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prometheus Project ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Prometheus_Project:Main_Page|Prometheus Project]]&lt;br /&gt;
&lt;br /&gt;
A user created, non game system specific, Bronze age setting composed of numerous city states united by trade and divided by politics, religion and war.&lt;br /&gt;
&lt;br /&gt;
=== Skein of Worlds ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Skein_of_Worlds:Main_Page|Skein of Worlds]]&lt;br /&gt;
&lt;br /&gt;
A medieval fantasy setting in which the universe really is infinite, and just about anything is possible. Primarily for D&amp;amp;D 3.x, but contains very little system specific details.&lt;br /&gt;
&lt;br /&gt;
===Stardust &amp;amp; Aether Winds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stardust&amp;amp;AetherWinds:Main_Page|Stardust &amp;amp; Aether Winds]]&lt;br /&gt;
&lt;br /&gt;
A simple little fantasy setting designed as a spin on the Swashbuckling Sailing Ships in Spaaaace!&lt;br /&gt;
&lt;br /&gt;
===Tekumel===&lt;br /&gt;
&lt;br /&gt;
Welcome to MAR Barker&#039;s gloriously baroque world of Tekumel, one of the oldest and most detailed FRP settings. This site will include some general background info, and material specific to &#039;The Shrine of Petrified Wisdom&#039; campaign.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Tekumel]]&lt;br /&gt;
&lt;br /&gt;
===TRaiders===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Traiders]]&lt;br /&gt;
&lt;br /&gt;
Surviving and thriving after the collapse of the global economy.&lt;br /&gt;
&lt;br /&gt;
===Triptych: The Elemental Realms===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[TRIPTYCH|Triptych]]&lt;br /&gt;
&lt;br /&gt;
A new mythology for modern magic games. Original elemental creatures wanted. &amp;lt;br&amp;gt;&lt;br /&gt;
Encompasses three parallel worlds: The Great Gale, The White Waste, and the Blasted Lands.&lt;br /&gt;
&lt;br /&gt;
===The Twin Cities of Glass===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[TheTwinCitiesOfGlass:Main_Page|The Twin Cities of Glass]]&lt;br /&gt;
&lt;br /&gt;
A fantasy setting of fantastic places. &lt;br /&gt;
Encompasses three cities: Narcissus the City of Mirrors, Diaphane the Crystal City, and Iridos the Spectrum City; and the surrounding kingdoms.&lt;br /&gt;
&lt;br /&gt;
===24-Hour RPG Settings===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[24HourSettings]]&lt;br /&gt;
&lt;br /&gt;
A new GM challenge set up by Knockwood: similar to the 24-Hour RPG, but focusing on &#039;&#039;settings&#039;&#039; rather than rules. (New, Jan 2008)&lt;br /&gt;
&lt;br /&gt;
===Ubantu:  Bantu/African version of GURPS Banestorm===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Ubantu:Contents]]&lt;br /&gt;
&lt;br /&gt;
This a continent based on Bantu mythology, a kind of African setting based on serious anthropology and mythography. It is designed as an add-in content in the GURPS Banestorm world (3e), with an empire than can take on and possibly win against Megalos.&lt;br /&gt;
&lt;br /&gt;
===Wisrtum: Wiki-Based Classic Fantasy Setting===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Wisrtum:Main_Page|Wisrtum]]&lt;br /&gt;
&lt;br /&gt;
This is a &#039;&#039;classic fantasy&#039;&#039; setting, intended to be creativly developed by the community without care for what RPG-System might be used to play it. The community can then produce ports of the source material to whatever game system they wish, as needed.&lt;br /&gt;
&lt;br /&gt;
===The World===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[TROS in the Hammer|The World at &#039;TROS in the Hammer&#039;]]&lt;br /&gt;
&lt;br /&gt;
A post-apocalyptic, fairly dark and gritty fantasy setting with several unique cultures and shamanic magic.  Currently for use with the Riddle of Steel, but very little game specific stuff.&lt;br /&gt;
&lt;br /&gt;
==GM Resources==&lt;br /&gt;
Everything needed to make a [[GM]]&#039;s life easier&lt;br /&gt;
&lt;br /&gt;
===General Resources and Links===&lt;br /&gt;
These are generic resources covering various topics that might be of use to game masters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Adventures|Free Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_RPGs|Free RPGs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Free_Software|Free Software]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Npcs|Npcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[RESOURCES:_Gaming_Websites|Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Non_Gaming_Websites|Non Gaming Websites]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Cool_Fight_Locations|Cool Fight Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Stereotype_List|Stereotype List]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039;  [[Great_Quotes_List|Great Quotes of RPGNet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How to Run Game X===&lt;br /&gt;
A continuation of the thread of the same name from RPOpen--game-specific advice on how to GM.  Additional contributions are welcome!  [[How_to_Run:Main_Page|The main page is here]], and [[:Category:How_to_Run|the category page is here.]]&lt;br /&gt;
&lt;br /&gt;
===XXX: GROK IT!===&lt;br /&gt;
A resource page with links to various &amp;quot;review&amp;quot; guides, formatted in a style similar to &amp;quot;[http://en.wikipedia.org/wiki/For_Dummies For Dummies]&amp;quot; books.  Topics include games and game related material.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Page:&#039;&#039;&#039; [[RESOURCES: GROK IT! Guide Reviews]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Short Adventures===&lt;br /&gt;
A resource page with short [[adventure]]s that [[GM]]s can drop into games to fill a night of play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Short_Adventures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Setups===&lt;br /&gt;
A resource page filled with thumbnail designs for [[campaign]]s, campaign ideas, and outlines to help jump-start a game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Campaign_Setups]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===War Stories===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[War_Stories|War Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tales of things that have happened during your gaming sessions which can amuse other gamers or serve as inspiration for GMs.&lt;br /&gt;
&lt;br /&gt;
===Game Meta-Info and Logs===&lt;br /&gt;
&lt;br /&gt;
This is where GMs can put information relating to their &#039;&#039;specific&#039;&#039; games, such as character sheets, logs, plot threads, et cetera.&lt;br /&gt;
&lt;br /&gt;
[[Game Info Page]].&lt;br /&gt;
&lt;br /&gt;
===Mission Generator===&lt;br /&gt;
&lt;br /&gt;
A random generic [[Mission Generator]].&lt;br /&gt;
&lt;br /&gt;
===Open Game Systems===&lt;br /&gt;
&lt;br /&gt;
A [[Open_Game_Systems|List of Games]] available under an [http://en.wikipedia.org/wiki/Open_license Open License] and thus usable for your own published games.&lt;br /&gt;
&lt;br /&gt;
== LARP Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Gender Neutral Character Names ===&lt;br /&gt;
&lt;br /&gt;
A list of [[LARP:Gender Neutral Character Names|gender neutral names]] for those times when you don&#039;t know who will be playing a character.&lt;br /&gt;
&lt;br /&gt;
=== LARP Scenarios ===&lt;br /&gt;
&lt;br /&gt;
A list of [[LARP Scenarios|LARP scenarios]] that are available for purchase or free download from various sources.&lt;br /&gt;
&lt;br /&gt;
== RPGnet Meta-resources ==&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Create a Character&amp;quot; Challenge===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[The &amp;quot;Create a Character&amp;quot; Challenge]]&lt;br /&gt;
&lt;br /&gt;
The challenge: Create one character for each game you own! &amp;lt;br&amp;gt; View the thread created by &amp;quot;chaldfont&amp;quot; [http://forum.rpg.net/showthread.php?t=345113 HERE].&lt;br /&gt;
&lt;br /&gt;
===Overly Honest RPG Book Covers===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Overly Honest RPG Book Covers]]&lt;br /&gt;
&lt;br /&gt;
An archive of the hilarious images generated by the RPGnet thread of the same name.   &amp;lt;br&amp;gt; View the thread created by &amp;quot;Neko Ewen&amp;quot;  [http://forum.rpg.net/showthread.php?t=193489 HERE].&lt;br /&gt;
&lt;br /&gt;
===Number Lists===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Number Lists]]&lt;br /&gt;
&lt;br /&gt;
A collection of various open-ended lists that have sprung up over time and added to by various users, presented here in a more read-friendly format.&lt;br /&gt;
&lt;br /&gt;
===RPG Motivational Posters===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Motivational_Posters:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
A collection of the posters from the Ultra-Thread on Roleplaying Open, &amp;quot;[http://forum.rpg.net/showthread.php?t=264472 RPG Motivational Posters]&amp;quot;  Still being transferred--please check the Template page before contributing!&lt;br /&gt;
&lt;br /&gt;
===RPGnet Thread Archive===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Forum_Archive:Main_Page|Forums Archive]]&lt;br /&gt;
&lt;br /&gt;
A user created archive of classic threads, in the spirit of the old &amp;quot;Best Of Forums&amp;quot; page.  Organized by forum, and alphabetics.&lt;br /&gt;
&lt;br /&gt;
=== RPGnet Gatherings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Gatherings|RPGnet_Gatherings]]&lt;br /&gt;
&lt;br /&gt;
For information regarding any official meetups, gatherings and get togethers of RPGnet members.&lt;br /&gt;
&lt;br /&gt;
=== Tangency Timeline ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Tangency_Timeline|Tangency Timeline]]&lt;br /&gt;
&lt;br /&gt;
A timeline of important dates in the history of Tangency.&lt;br /&gt;
&lt;br /&gt;
=== Let&#039;s Play Threads ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Lets_Play|Let&#039;s Play Threads]]&lt;br /&gt;
&lt;br /&gt;
An archive of Let&#039;s Play threads from Video Games Open&lt;br /&gt;
&lt;br /&gt;
==System Supplements==&lt;br /&gt;
This is a list of supplements for specific [[game system]]s. Please be sure to list which game system your [[supplement]] is for if you include something in this section. (If you prefer to search by system then look at the [[Special:Categories]] page.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For ease of use, this section has been moved to a sub-page, Please see [[Major_Projects/System_Supplements|here]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
These are guides to common rpg terminology.&lt;br /&gt;
&lt;br /&gt;
===Game title abbreviation===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Game_title_abbreviations]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of abbreviations used for various games and game lines.&lt;br /&gt;
&lt;br /&gt;
===RPG Lexica===&lt;br /&gt;
&lt;br /&gt;
A collection of [[RPG_Lexica:Main_Page|Gamer Jargon]]--terms used by the &#039;&#039;players&#039;&#039; as opposed to the game&#039;s authors and designers.&lt;br /&gt;
Still very much a work in progress... please contribute!&lt;br /&gt;
&lt;br /&gt;
===What&#039;s in a (GM&#039;s) Name?===&lt;br /&gt;
&#039;&#039;&#039;Page:&#039;&#039;&#039; [[Referee]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a collection of various game master names for different games&lt;br /&gt;
&lt;br /&gt;
==MMORPG Guilds==&lt;br /&gt;
&lt;br /&gt;
[[Blacksky Company]] (WoW Kirin Tor Horde)&lt;br /&gt;
&lt;br /&gt;
[[Pig and Whistle Society]] (WoW Kirin Tor Alliance)&lt;br /&gt;
&lt;br /&gt;
[[Meta Forces]] (CoH/CoV)&lt;br /&gt;
&lt;br /&gt;
[[Versus Gloria Omnis]] (Eve Online)&lt;br /&gt;
&lt;br /&gt;
===Where Did I Come From?===&lt;br /&gt;
A game where an orphan kills his parents by travelling in time!&lt;br /&gt;
====BOO====&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133824</id>
		<title>Talk:OGRE:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133824"/>
		<updated>2010-01-02T19:13:31Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Flip Page &amp;quot;Roll&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OGRE Work-flow guidelines==&lt;br /&gt;
&lt;br /&gt;
Starting a format for placing new ideas and rules for consideration by the author.&lt;br /&gt;
&lt;br /&gt;
==Brainstorms==&lt;br /&gt;
&lt;br /&gt;
===Logo Design===&lt;br /&gt;
[[File:Ogre_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
The head is a digital redraw from reference images of Ogres I could find online. I drew, designed, and colored this in Adobe Photoshop 7. I give this to the OGRE project without restriction.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 18:34, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Easy Potable Book Mechanics===&lt;br /&gt;
&lt;br /&gt;
=====Flip Page &amp;quot;Roll&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
50/50 coin flip type mechanic where the reader flips/leafs through the corner of the book and randomly stops. Then the reader would check to see if the page number is even or odd.&lt;br /&gt;
&lt;br /&gt;
The Fighting Fantasy books were the first to feature images of dice at the bottom of each page. These allowed the game to be played without having actual dice to hand, by flicking through the book to a random page. (just saw this on the wikipedia fighting fantasy page [http://en.wikipedia.org/wiki/Fighting_Fantasy])&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 19:13, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength and Health )&lt;br /&gt;
#Grace (Agility and Dexterity)&lt;br /&gt;
#Perception Vs. Cunning (understanding the world around you 5 sense Perception and Intelligence in one)&lt;br /&gt;
#Magic Vs. Energy (Magic, Mystical spirit powers, Chi, Mental powers, Sci-Fi &amp;quot;force&amp;quot; powers, all rolled into ____Energy you set type at character creation based on setting)&lt;br /&gt;
#Mental Vs. Cunning if we are trying for a short easy attribute list (IQ and Education could be part of cunning)&lt;br /&gt;
&lt;br /&gt;
New list would be:&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength, Health, Physical resistance, Melee accuracy/capability)-(Body)&lt;br /&gt;
#Grace (Agility, Dexterity, Ranged accuracy/capability)-(Body)&lt;br /&gt;
#Cunning (Perception, street smarts, and application of skills/learning)-(Mind)&lt;br /&gt;
*Mental (Intelligence and Knowledge)-(Mind)&lt;br /&gt;
#Energy (any type based on setting)-(Spirit/Other)&lt;br /&gt;
&lt;br /&gt;
====Food for thought====&lt;br /&gt;
&lt;br /&gt;
In the game I am making this is the attribute list I came up with. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body&#039;&#039;&#039; uses the Stats: Strength, Agility, and Endurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind&#039;&#039;&#039; uses the Stats: Intelligence, Cunning, and Willpower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit&#039;&#039;&#039; uses the Stats: Power, Manipulation, and Essence.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 17:29, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Topic 3===&lt;br /&gt;
&lt;br /&gt;
===Topic 4===&lt;br /&gt;
&lt;br /&gt;
===Topic 5===&lt;br /&gt;
&lt;br /&gt;
==New Rules==&lt;br /&gt;
&lt;br /&gt;
===Use of Signature/Timestamp (Editing Rules)===&lt;br /&gt;
&lt;br /&gt;
* (Use the &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; to show your contributions)&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:57, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133823</id>
		<title>Talk:OGRE:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133823"/>
		<updated>2010-01-02T18:47:05Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Brainstorms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OGRE Work-flow guidelines==&lt;br /&gt;
&lt;br /&gt;
Starting a format for placing new ideas and rules for consideration by the author.&lt;br /&gt;
&lt;br /&gt;
==Brainstorms==&lt;br /&gt;
&lt;br /&gt;
===Logo Design===&lt;br /&gt;
[[File:Ogre_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
The head is a digital redraw from reference images of Ogres I could find online. I drew, designed, and colored this in Adobe Photoshop 7. I give this to the OGRE project without restriction.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 18:34, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Easy Potable Book Mechanics===&lt;br /&gt;
&lt;br /&gt;
=====Flip Page &amp;quot;Roll&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
50/50 coin flip type mechanic where the reader flips/leafs through the corner of the book and randomly stops. Then the reader would check to see if the page number is even or odd.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:53, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength and Health )&lt;br /&gt;
#Grace (Agility and Dexterity)&lt;br /&gt;
#Perception Vs. Cunning (understanding the world around you 5 sense Perception and Intelligence in one)&lt;br /&gt;
#Magic Vs. Energy (Magic, Mystical spirit powers, Chi, Mental powers, Sci-Fi &amp;quot;force&amp;quot; powers, all rolled into ____Energy you set type at character creation based on setting)&lt;br /&gt;
#Mental Vs. Cunning if we are trying for a short easy attribute list (IQ and Education could be part of cunning)&lt;br /&gt;
&lt;br /&gt;
New list would be:&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength, Health, Physical resistance, Melee accuracy/capability)-(Body)&lt;br /&gt;
#Grace (Agility, Dexterity, Ranged accuracy/capability)-(Body)&lt;br /&gt;
#Cunning (Perception, street smarts, and application of skills/learning)-(Mind)&lt;br /&gt;
*Mental (Intelligence and Knowledge)-(Mind)&lt;br /&gt;
#Energy (any type based on setting)-(Spirit/Other)&lt;br /&gt;
&lt;br /&gt;
====Food for thought====&lt;br /&gt;
&lt;br /&gt;
In the game I am making this is the attribute list I came up with. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body&#039;&#039;&#039; uses the Stats: Strength, Agility, and Endurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind&#039;&#039;&#039; uses the Stats: Intelligence, Cunning, and Willpower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit&#039;&#039;&#039; uses the Stats: Power, Manipulation, and Essence.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 17:29, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Topic 3===&lt;br /&gt;
&lt;br /&gt;
===Topic 4===&lt;br /&gt;
&lt;br /&gt;
===Topic 5===&lt;br /&gt;
&lt;br /&gt;
==New Rules==&lt;br /&gt;
&lt;br /&gt;
===Use of Signature/Timestamp (Editing Rules)===&lt;br /&gt;
&lt;br /&gt;
* (Use the &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; to show your contributions)&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:57, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133822</id>
		<title>Talk:OGRE:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133822"/>
		<updated>2010-01-02T18:34:56Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Logo Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OGRE Work-flow guidelines==&lt;br /&gt;
&lt;br /&gt;
Starting a format for placing new ideas and rules for consideration by the author.&lt;br /&gt;
&lt;br /&gt;
==Brainstorms==&lt;br /&gt;
&lt;br /&gt;
===Logo Design===&lt;br /&gt;
[[File:Ogre_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
The head is a digital redraw from reference images of Ogres I could find online. I drew, designed, and colored this in Adobe Photoshop 7. I give this to the OGRE project without restriction.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 18:34, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Easy Potable Book Mechanics===&lt;br /&gt;
&lt;br /&gt;
=====Flip Page &amp;quot;Roll&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
50/50 coin flip type mechanic where the reader flips/leafs through the corner of the book and randomly stops. Then the reader would check to see if the page number is even or odd.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:53, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength and Health )&lt;br /&gt;
#Grace (Agility and Dexterity)&lt;br /&gt;
#Perception Vs. Cunning (understanding the world around you 5 sense Perception and Intelligence in one)&lt;br /&gt;
#Magic Vs. Energy (Magic, Mystical spirit powers, Chi, Mental powers, Sci-Fi &amp;quot;force&amp;quot; powers, all rolled into ____Energy you set type at character creation based on setting)&lt;br /&gt;
#Mental Vs. Cunning if we are trying for a short easy attribute list (IQ and Education could be part of cunning)&lt;br /&gt;
&lt;br /&gt;
New list would be:&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength, Health, Physical resistance, Melee accuracy/capability)-(Body)&lt;br /&gt;
#Grace (Agility, Dexterity, Ranged accuracy/capability)-(Body)&lt;br /&gt;
#Cunning (Perception, street smarts, and application of skills/learning)-(Mind)&lt;br /&gt;
*Mental (Intelligence and Knowledge)-(Mind)&lt;br /&gt;
#Energy (any type based on setting)-(Spirit/Other)&lt;br /&gt;
&lt;br /&gt;
====Food for thought====&lt;br /&gt;
&lt;br /&gt;
In the game I am making this is the attribute list I came up with. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body&#039;&#039;&#039; uses the Stats: Strength, Agility, and Endurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind&#039;&#039;&#039; uses the Stats: Intelligence, Cunning, and Willpower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit&#039;&#039;&#039; uses the Stats: Power, Manipulation, and Essence.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 17:29, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Topic 3===&lt;br /&gt;
&lt;br /&gt;
==New Rules==&lt;br /&gt;
&lt;br /&gt;
===Use of Signature/Timestamp (Editing Rules)===&lt;br /&gt;
&lt;br /&gt;
* (Use the &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; to show your contributions)&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:57, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133821</id>
		<title>Talk:OGRE:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133821"/>
		<updated>2010-01-02T18:28:24Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Brainstorms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OGRE Work-flow guidelines==&lt;br /&gt;
&lt;br /&gt;
Starting a format for placing new ideas and rules for consideration by the author.&lt;br /&gt;
&lt;br /&gt;
==Brainstorms==&lt;br /&gt;
&lt;br /&gt;
===Logo Design===&lt;br /&gt;
[[File:Ogre_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Easy Potable Book Mechanics===&lt;br /&gt;
&lt;br /&gt;
=====Flip Page &amp;quot;Roll&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
50/50 coin flip type mechanic where the reader flips/leafs through the corner of the book and randomly stops. Then the reader would check to see if the page number is even or odd.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:53, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength and Health )&lt;br /&gt;
#Grace (Agility and Dexterity)&lt;br /&gt;
#Perception Vs. Cunning (understanding the world around you 5 sense Perception and Intelligence in one)&lt;br /&gt;
#Magic Vs. Energy (Magic, Mystical spirit powers, Chi, Mental powers, Sci-Fi &amp;quot;force&amp;quot; powers, all rolled into ____Energy you set type at character creation based on setting)&lt;br /&gt;
#Mental Vs. Cunning if we are trying for a short easy attribute list (IQ and Education could be part of cunning)&lt;br /&gt;
&lt;br /&gt;
New list would be:&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength, Health, Physical resistance, Melee accuracy/capability)-(Body)&lt;br /&gt;
#Grace (Agility, Dexterity, Ranged accuracy/capability)-(Body)&lt;br /&gt;
#Cunning (Perception, street smarts, and application of skills/learning)-(Mind)&lt;br /&gt;
*Mental (Intelligence and Knowledge)-(Mind)&lt;br /&gt;
#Energy (any type based on setting)-(Spirit/Other)&lt;br /&gt;
&lt;br /&gt;
====Food for thought====&lt;br /&gt;
&lt;br /&gt;
In the game I am making this is the attribute list I came up with. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body&#039;&#039;&#039; uses the Stats: Strength, Agility, and Endurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind&#039;&#039;&#039; uses the Stats: Intelligence, Cunning, and Willpower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit&#039;&#039;&#039; uses the Stats: Power, Manipulation, and Essence.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 17:29, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Topic 3===&lt;br /&gt;
&lt;br /&gt;
==New Rules==&lt;br /&gt;
&lt;br /&gt;
===Use of Signature/Timestamp (Editing Rules)===&lt;br /&gt;
&lt;br /&gt;
* (Use the &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; to show your contributions)&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:57, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133820</id>
		<title>Talk:OGRE:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133820"/>
		<updated>2010-01-02T18:28:01Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Logo Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OGRE Work-flow guidelines==&lt;br /&gt;
&lt;br /&gt;
Starting a format for placing new ideas and rules for consideration by the author.&lt;br /&gt;
&lt;br /&gt;
==Brainstorms==&lt;br /&gt;
&lt;br /&gt;
===Easy Potable Book Mechanics===&lt;br /&gt;
&lt;br /&gt;
=====Flip Page &amp;quot;Roll&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
50/50 coin flip type mechanic where the reader flips/leafs through the corner of the book and randomly stops. Then the reader would check to see if the page number is even or odd.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:53, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength and Health )&lt;br /&gt;
#Grace (Agility and Dexterity)&lt;br /&gt;
#Perception Vs. Cunning (understanding the world around you 5 sense Perception and Intelligence in one)&lt;br /&gt;
#Magic Vs. Energy (Magic, Mystical spirit powers, Chi, Mental powers, Sci-Fi &amp;quot;force&amp;quot; powers, all rolled into ____Energy you set type at character creation based on setting)&lt;br /&gt;
#Mental Vs. Cunning if we are trying for a short easy attribute list (IQ and Education could be part of cunning)&lt;br /&gt;
&lt;br /&gt;
New list would be:&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength, Health, Physical resistance, Melee accuracy/capability)-(Body)&lt;br /&gt;
#Grace (Agility, Dexterity, Ranged accuracy/capability)-(Body)&lt;br /&gt;
#Cunning (Perception, street smarts, and application of skills/learning)-(Mind)&lt;br /&gt;
*Mental (Intelligence and Knowledge)-(Mind)&lt;br /&gt;
#Energy (any type based on setting)-(Spirit/Other)&lt;br /&gt;
&lt;br /&gt;
====Food for thought====&lt;br /&gt;
&lt;br /&gt;
In the game I am making this is the attribute list I came up with. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body&#039;&#039;&#039; uses the Stats: Strength, Agility, and Endurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind&#039;&#039;&#039; uses the Stats: Intelligence, Cunning, and Willpower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit&#039;&#039;&#039; uses the Stats: Power, Manipulation, and Essence.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 17:29, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Topic 3===&lt;br /&gt;
&lt;br /&gt;
==New Rules==&lt;br /&gt;
&lt;br /&gt;
===Use of Signature/Timestamp (Editing Rules)===&lt;br /&gt;
&lt;br /&gt;
* (Use the &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; to show your contributions)&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:57, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133819</id>
		<title>Talk:OGRE:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133819"/>
		<updated>2010-01-02T18:27:47Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Logo Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OGRE Work-flow guidelines==&lt;br /&gt;
&lt;br /&gt;
Starting a format for placing new ideas and rules for consideration by the author.&lt;br /&gt;
&lt;br /&gt;
==Brainstorms==&lt;br /&gt;
&lt;br /&gt;
===Easy Potable Book Mechanics===&lt;br /&gt;
&lt;br /&gt;
=====Logo Design=====&lt;br /&gt;
[[File:Ogre_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
=====Flip Page &amp;quot;Roll&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
50/50 coin flip type mechanic where the reader flips/leafs through the corner of the book and randomly stops. Then the reader would check to see if the page number is even or odd.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:53, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength and Health )&lt;br /&gt;
#Grace (Agility and Dexterity)&lt;br /&gt;
#Perception Vs. Cunning (understanding the world around you 5 sense Perception and Intelligence in one)&lt;br /&gt;
#Magic Vs. Energy (Magic, Mystical spirit powers, Chi, Mental powers, Sci-Fi &amp;quot;force&amp;quot; powers, all rolled into ____Energy you set type at character creation based on setting)&lt;br /&gt;
#Mental Vs. Cunning if we are trying for a short easy attribute list (IQ and Education could be part of cunning)&lt;br /&gt;
&lt;br /&gt;
New list would be:&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength, Health, Physical resistance, Melee accuracy/capability)-(Body)&lt;br /&gt;
#Grace (Agility, Dexterity, Ranged accuracy/capability)-(Body)&lt;br /&gt;
#Cunning (Perception, street smarts, and application of skills/learning)-(Mind)&lt;br /&gt;
*Mental (Intelligence and Knowledge)-(Mind)&lt;br /&gt;
#Energy (any type based on setting)-(Spirit/Other)&lt;br /&gt;
&lt;br /&gt;
====Food for thought====&lt;br /&gt;
&lt;br /&gt;
In the game I am making this is the attribute list I came up with. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body&#039;&#039;&#039; uses the Stats: Strength, Agility, and Endurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind&#039;&#039;&#039; uses the Stats: Intelligence, Cunning, and Willpower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit&#039;&#039;&#039; uses the Stats: Power, Manipulation, and Essence.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 17:29, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Topic 3===&lt;br /&gt;
&lt;br /&gt;
==New Rules==&lt;br /&gt;
&lt;br /&gt;
===Use of Signature/Timestamp (Editing Rules)===&lt;br /&gt;
&lt;br /&gt;
* (Use the &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; to show your contributions)&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:57, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Ogre_1.jpg&amp;diff=133818</id>
		<title>File:Ogre 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Ogre_1.jpg&amp;diff=133818"/>
		<updated>2010-01-02T18:26:52Z</updated>

		<summary type="html">&lt;p&gt;Eamon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133817</id>
		<title>Talk:OGRE:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133817"/>
		<updated>2010-01-02T18:26:30Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Brainstorms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OGRE Work-flow guidelines==&lt;br /&gt;
&lt;br /&gt;
Starting a format for placing new ideas and rules for consideration by the author.&lt;br /&gt;
&lt;br /&gt;
==Brainstorms==&lt;br /&gt;
&lt;br /&gt;
===Easy Potable Book Mechanics===&lt;br /&gt;
&lt;br /&gt;
=====Logo Design=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Flip Page &amp;quot;Roll&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
50/50 coin flip type mechanic where the reader flips/leafs through the corner of the book and randomly stops. Then the reader would check to see if the page number is even or odd.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:53, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength and Health )&lt;br /&gt;
#Grace (Agility and Dexterity)&lt;br /&gt;
#Perception Vs. Cunning (understanding the world around you 5 sense Perception and Intelligence in one)&lt;br /&gt;
#Magic Vs. Energy (Magic, Mystical spirit powers, Chi, Mental powers, Sci-Fi &amp;quot;force&amp;quot; powers, all rolled into ____Energy you set type at character creation based on setting)&lt;br /&gt;
#Mental Vs. Cunning if we are trying for a short easy attribute list (IQ and Education could be part of cunning)&lt;br /&gt;
&lt;br /&gt;
New list would be:&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength, Health, Physical resistance, Melee accuracy/capability)-(Body)&lt;br /&gt;
#Grace (Agility, Dexterity, Ranged accuracy/capability)-(Body)&lt;br /&gt;
#Cunning (Perception, street smarts, and application of skills/learning)-(Mind)&lt;br /&gt;
*Mental (Intelligence and Knowledge)-(Mind)&lt;br /&gt;
#Energy (any type based on setting)-(Spirit/Other)&lt;br /&gt;
&lt;br /&gt;
====Food for thought====&lt;br /&gt;
&lt;br /&gt;
In the game I am making this is the attribute list I came up with. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body&#039;&#039;&#039; uses the Stats: Strength, Agility, and Endurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind&#039;&#039;&#039; uses the Stats: Intelligence, Cunning, and Willpower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit&#039;&#039;&#039; uses the Stats: Power, Manipulation, and Essence.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 17:29, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Topic 3===&lt;br /&gt;
&lt;br /&gt;
==New Rules==&lt;br /&gt;
&lt;br /&gt;
===Use of Signature/Timestamp (Editing Rules)===&lt;br /&gt;
&lt;br /&gt;
* (Use the &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; to show your contributions)&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:57, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133816</id>
		<title>Talk:OGRE:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133816"/>
		<updated>2010-01-02T17:29:22Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Food for thought */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OGRE Work-flow guidelines==&lt;br /&gt;
&lt;br /&gt;
Starting a format for placing new ideas and rules for consideration by the author.&lt;br /&gt;
&lt;br /&gt;
==Brainstorms==&lt;br /&gt;
&lt;br /&gt;
===Easy Potable Book Mechanics===&lt;br /&gt;
&lt;br /&gt;
=====Flip Page &amp;quot;Roll&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
50/50 coin flip type mechanic where the reader flips/leafs through the corner of the book and randomly stops. Then the reader would check to see if the page number is even or odd.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:53, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength and Health )&lt;br /&gt;
#Grace (Agility and Dexterity)&lt;br /&gt;
#Perception Vs. Cunning (understanding the world around you 5 sense Perception and Intelligence in one)&lt;br /&gt;
#Magic Vs. Energy (Magic, Mystical spirit powers, Chi, Mental powers, Sci-Fi &amp;quot;force&amp;quot; powers, all rolled into ____Energy you set type at character creation based on setting)&lt;br /&gt;
#Mental Vs. Cunning if we are trying for a short easy attribute list (IQ and Education could be part of cunning)&lt;br /&gt;
&lt;br /&gt;
New list would be:&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength, Health, Physical resistance, Melee accuracy/capability)-(Body)&lt;br /&gt;
#Grace (Agility, Dexterity, Ranged accuracy/capability)-(Body)&lt;br /&gt;
#Cunning (Perception, street smarts, and application of skills/learning)-(Mind)&lt;br /&gt;
*Mental (Intelligence and Knowledge)-(Mind)&lt;br /&gt;
#Energy (any type based on setting)-(Spirit/Other)&lt;br /&gt;
&lt;br /&gt;
====Food for thought====&lt;br /&gt;
&lt;br /&gt;
In the game I am making this is the attribute list I came up with. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body&#039;&#039;&#039; uses the Stats: Strength, Agility, and Endurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind&#039;&#039;&#039; uses the Stats: Intelligence, Cunning, and Willpower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit&#039;&#039;&#039; uses the Stats: Power, Manipulation, and Essence.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 17:29, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Topic 3===&lt;br /&gt;
&lt;br /&gt;
==New Rules==&lt;br /&gt;
&lt;br /&gt;
===Use of Signature/Timestamp (Editing Rules)===&lt;br /&gt;
&lt;br /&gt;
* (Use the &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; to show your contributions)&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:57, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133815</id>
		<title>Talk:OGRE:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133815"/>
		<updated>2010-01-02T17:29:02Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Topic 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OGRE Work-flow guidelines==&lt;br /&gt;
&lt;br /&gt;
Starting a format for placing new ideas and rules for consideration by the author.&lt;br /&gt;
&lt;br /&gt;
==Brainstorms==&lt;br /&gt;
&lt;br /&gt;
===Easy Potable Book Mechanics===&lt;br /&gt;
&lt;br /&gt;
=====Flip Page &amp;quot;Roll&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
50/50 coin flip type mechanic where the reader flips/leafs through the corner of the book and randomly stops. Then the reader would check to see if the page number is even or odd.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:53, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength and Health )&lt;br /&gt;
#Grace (Agility and Dexterity)&lt;br /&gt;
#Perception Vs. Cunning (understanding the world around you 5 sense Perception and Intelligence in one)&lt;br /&gt;
#Magic Vs. Energy (Magic, Mystical spirit powers, Chi, Mental powers, Sci-Fi &amp;quot;force&amp;quot; powers, all rolled into ____Energy you set type at character creation based on setting)&lt;br /&gt;
#Mental Vs. Cunning if we are trying for a short easy attribute list (IQ and Education could be part of cunning)&lt;br /&gt;
&lt;br /&gt;
New list would be:&lt;br /&gt;
&lt;br /&gt;
#Vigor (Strength, Health, Physical resistance, Melee accuracy/capability)-(Body)&lt;br /&gt;
#Grace (Agility, Dexterity, Ranged accuracy/capability)-(Body)&lt;br /&gt;
#Cunning (Perception, street smarts, and application of skills/learning)-(Mind)&lt;br /&gt;
*Mental (Intelligence and Knowledge)-(Mind)&lt;br /&gt;
#Energy (any type based on setting)-(Spirit/Other)&lt;br /&gt;
&lt;br /&gt;
====Food for thought====&lt;br /&gt;
&lt;br /&gt;
In the game I am making this is the attribute list I came up with. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Body&#039;&#039;&#039; uses the Stats: Strength, Agility, and Endurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind&#039;&#039;&#039; uses the Stats: Intelligence, Cunning, and Willpower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit&#039;&#039;&#039; uses the Stats: Power, Manipulation, and Essence.&lt;br /&gt;
&lt;br /&gt;
===Topic 3===&lt;br /&gt;
&lt;br /&gt;
==New Rules==&lt;br /&gt;
&lt;br /&gt;
===Use of Signature/Timestamp (Editing Rules)===&lt;br /&gt;
&lt;br /&gt;
* (Use the &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; to show your contributions)&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:57, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133814</id>
		<title>Talk:OGRE:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133814"/>
		<updated>2010-01-02T16:57:46Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Rule Name (Section of rulebook) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OGRE Work-flow guidelines==&lt;br /&gt;
&lt;br /&gt;
Starting a format for placing new ideas and rules for consideration by the author.&lt;br /&gt;
&lt;br /&gt;
==Brainstorms==&lt;br /&gt;
&lt;br /&gt;
===Easy Potable Book Mechanics===&lt;br /&gt;
&lt;br /&gt;
=====Flip Page &amp;quot;Roll&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
50/50 coin flip type mechanic where the reader flips/leafs through the corner of the book and randomly stops. Then the reader would check to see if the page number is even or odd.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:53, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Topic 2===&lt;br /&gt;
&lt;br /&gt;
===Topic 3===&lt;br /&gt;
&lt;br /&gt;
==New Rules==&lt;br /&gt;
&lt;br /&gt;
===Use of Signature/Timestamp (Editing Rules)===&lt;br /&gt;
&lt;br /&gt;
* (Use the &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; to show your contributions)&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:57, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133812</id>
		<title>Talk:OGRE:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:OGRE:Main_Page&amp;diff=133812"/>
		<updated>2010-01-02T16:53:33Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Flip Page &amp;quot;Roll&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OGRE Work-flow guidelines==&lt;br /&gt;
&lt;br /&gt;
Starting a format for placing new ideas and rules for consideration by the author.&lt;br /&gt;
&lt;br /&gt;
==Brainstorms==&lt;br /&gt;
&lt;br /&gt;
===Easy Potable Book Mechanics===&lt;br /&gt;
&lt;br /&gt;
=====Flip Page &amp;quot;Roll&amp;quot;=====&lt;br /&gt;
&lt;br /&gt;
50/50 coin flip type mechanic where the reader flips/leafs through the corner of the book and randomly stops. Then the reader would check to see if the page number is even or odd.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 16:53, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Topic 2===&lt;br /&gt;
&lt;br /&gt;
===Topic 3===&lt;br /&gt;
&lt;br /&gt;
==New Rules==&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;br /&gt;
&lt;br /&gt;
===Rule Name (Section of rulebook)===&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133764</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133764"/>
		<updated>2010-01-01T23:03:49Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Character Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
===Project Overview===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  Much of the first draft has been removed because the draft is no longer valid for the direction this game will go.  The SOAR system will be reposed in a new form that is truer to its name.&lt;br /&gt;
&lt;br /&gt;
So stay tuned for the unavailing of the d10% system!!! or the d50 system... or the percentile &amp;quot;lite&amp;quot; system (name still pending)&lt;br /&gt;
&lt;br /&gt;
==Rulebook==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment==&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:30, 1 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133763</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133763"/>
		<updated>2010-01-01T22:57:24Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Character Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
===Project Overview===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  Much of the first draft has been removed because the draft is no longer valid for the direction this game will go.  The SOAR system will be reposed in a new form that is truer to its name.&lt;br /&gt;
&lt;br /&gt;
So stay tuned for the unavailing of the d10% system!!! or the d50 system... or the percentile &amp;quot;lite&amp;quot; system (name still pending)&lt;br /&gt;
&lt;br /&gt;
==Rulebook==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl69&amp;quot; width=&amp;quot;75&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Wounds &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot; width=&amp;quot;25&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;25&amp;quot; bgcolor=&amp;quot;#00FF00&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;25&amp;quot; bgcolor=&amp;quot;#00FF00&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;25&amp;quot; bgcolor=&amp;quot;#00FF00&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;25&amp;quot; bgcolor=&amp;quot;#00FF00&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;25&amp;quot; bgcolor=&amp;quot;#FF0000&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;25&amp;quot; bgcolor=&amp;quot;#FF0000&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;25&amp;quot; bgcolor=&amp;quot;#FF0000&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;25&amp;quot; bgcolor=&amp;quot;#FF0000&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;25&amp;quot; bgcolor=&amp;quot;#FF0000&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; bgcolor=&amp;quot;#FF0000&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot; width=&amp;quot;25&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot; width=&amp;quot;25&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl64&amp;quot; width=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl64&amp;quot; width=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot; width=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot; width=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl64&amp;quot; width=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl64&amp;quot; width=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot; width=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl87&amp;quot; width=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;10&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl80&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Body &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl84&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Stamina &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl68&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Saves &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td rowspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#999999&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;100% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;90% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;80% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;70% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;60% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;50% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;40% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;30% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;20% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;10% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;ST &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;P Attack &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Armor &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl64&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl64&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl64&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl64&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;10&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;AG &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Dodge &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Weapon &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td rowspan=&amp;quot;3&amp;quot; bgcolor=&amp;quot;#999999&amp;quot; class=&amp;quot;xl63&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#999999&amp;quot; class=&amp;quot;xl63&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;10%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;20%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;30%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;40%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;50%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;60%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;70%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;80%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;90%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;EN &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;P Defense &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Magic &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;10&amp;quot; bgcolor=&amp;quot;#999999&amp;quot; class=&amp;quot;xl86&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl80&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Mind &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl69&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Psi-Amps &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Spirit &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;4&amp;quot; class=&amp;quot;xl85&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Ability Rating &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;4&amp;quot; class=&amp;quot;xl85&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Profession &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;4&amp;quot; class=&amp;quot;xl85&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Skills &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;IN &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;M Attack &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;5&amp;quot; rowspan=&amp;quot;7&amp;quot; bgcolor=&amp;quot;#999999&amp;quot; class=&amp;quot;xl63&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl77&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Terrible &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl75&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl77&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Layman &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl78&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl77&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Untrained &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl78&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;CN &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Anticipate &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl77&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Poor &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl75&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl88&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Novice &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl76&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl88&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Learned &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl76&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;WP &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;M Defense &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl88&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Fair &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl76&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl74&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Apprentice &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl73&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl74&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Trained &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl73&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl80&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Spirit &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl69&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Essence &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl74&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Good &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl73&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl74&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Journeyman &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl73&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl74&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Honed &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl73&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;PW &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;S Attack &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl70&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Excellent &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl73&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl70&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl73&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl70&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Mastered &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl73&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;MN &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6 Sense &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;12&amp;quot; rowspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#999999&amp;quot; class=&amp;quot;xl63&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;ES &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;S Defense &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment==&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:30, 1 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133762</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133762"/>
		<updated>2010-01-01T22:56:35Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Character Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
===Project Overview===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  Much of the first draft has been removed because the draft is no longer valid for the direction this game will go.  The SOAR system will be reposed in a new form that is truer to its name.&lt;br /&gt;
&lt;br /&gt;
So stay tuned for the unavailing of the d10% system!!! or the d50 system... or the percentile &amp;quot;lite&amp;quot; system (name still pending)&lt;br /&gt;
&lt;br /&gt;
==Rulebook==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl69&amp;quot; width=&amp;quot;75&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Wounds &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot; width=&amp;quot;25&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;25&amp;quot; bgcolor=&amp;quot;#00FF00&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;25&amp;quot; bgcolor=&amp;quot;#00FF00&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;25&amp;quot; bgcolor=&amp;quot;#00FF00&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;25&amp;quot; bgcolor=&amp;quot;#00FF00&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;25&amp;quot; bgcolor=&amp;quot;#FF0000&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;25&amp;quot; bgcolor=&amp;quot;#FF0000&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;25&amp;quot; bgcolor=&amp;quot;#FF0000&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;25&amp;quot; bgcolor=&amp;quot;#FF0000&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;25&amp;quot; bgcolor=&amp;quot;#FF0000&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; bgcolor=&amp;quot;#FF0000&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot; width=&amp;quot;25&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot; width=&amp;quot;25&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl64&amp;quot; width=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl64&amp;quot; width=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot; width=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot; width=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl64&amp;quot; width=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl64&amp;quot; width=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot; width=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl87&amp;quot; width=&amp;quot;26&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;10&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl80&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Body &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl84&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Stamina &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl68&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Saves &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td rowspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#999999&amp;quot; class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;100% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;90% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;80% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;70% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;60% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;50% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;40% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;30% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;20% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;10% &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;ST &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;P Attack &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Armor &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl64&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl64&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl64&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl64&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl67&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;10&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;AG &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Dodge &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Weapon &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td rowspan=&amp;quot;3&amp;quot; bgcolor=&amp;quot;#999999&amp;quot; class=&amp;quot;xl63&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#999999&amp;quot; class=&amp;quot;xl63&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;10%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;20%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;30%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;40%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;50%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;60%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;70%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;80%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl79&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;90%&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;EN &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;P Defense &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Magic &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;10&amp;quot; bgcolor=&amp;quot;#999999&amp;quot; class=&amp;quot;xl86&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl80&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Mind &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl69&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Psi-Amps &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Spirit &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;4&amp;quot; class=&amp;quot;xl85&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Ability Rating &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;4&amp;quot; class=&amp;quot;xl85&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Profession &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;4&amp;quot; class=&amp;quot;xl85&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Skills &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;IN &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;M Attack &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;5&amp;quot; rowspan=&amp;quot;7&amp;quot; bgcolor=&amp;quot;#999999&amp;quot; class=&amp;quot;xl63&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl77&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Terrible &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl75&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl77&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Layman &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl78&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl77&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Untrained &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl78&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;CN &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Anticipate &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl77&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Poor &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl75&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl88&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Novice &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl76&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl88&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Learned &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl76&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;WP &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;M Defense &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl88&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Fair &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl76&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl74&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Apprentice &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl73&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl74&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Trained &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl73&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl80&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Spirit &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl69&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Essence &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl74&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Good &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl73&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl74&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Journeyman &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl73&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl74&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Honed &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl73&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;PW &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;S Attack &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl70&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Excellent &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl73&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl70&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl73&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl70&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Mastered &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl73&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;MN &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6 Sense &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;12&amp;quot; rowspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#999999&amp;quot; class=&amp;quot;xl63&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;      &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;ES &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td colspan=&amp;quot;3&amp;quot; class=&amp;quot;xl65&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;S Defense &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td class=&amp;quot;xl66&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment==&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:30, 1 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133757</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133757"/>
		<updated>2010-01-01T20:33:35Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Project Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
===Project Overview===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  Much of the first draft has been removed because the draft is no longer valid for the direction this game will go.  The SOAR system will be reposed in a new form that is truer to its name.&lt;br /&gt;
&lt;br /&gt;
So stay tuned for the unavailing of the d10% system!!! or the d50 system... or the percentile &amp;quot;lite&amp;quot; system (name still pending)&lt;br /&gt;
&lt;br /&gt;
==Rulebook==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment==&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:30, 1 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133756</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133756"/>
		<updated>2010-01-01T20:32:13Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Project Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
===Project Overview===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  Much of the first draft has been removed because the draft is no longer valid for the direction this game will go.  The SOAR system will be reposed in a new form that is truer to its name.&lt;br /&gt;
&lt;br /&gt;
So stay tuned for the unavailing of the d10% system!!! or the d50 system... or the d100 &amp;quot;lite&amp;quot; (name still pending)&lt;br /&gt;
&lt;br /&gt;
==Rulebook==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment==&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:30, 1 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133755</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133755"/>
		<updated>2010-01-01T20:30:55Z</updated>

		<summary type="html">&lt;p&gt;Eamon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
===Project Overview===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  Much of the first draft has been removed because the draft is no longer valid for the direction this game will go.  The SOAR system will be reposed in a new form that is truer to its name.&lt;br /&gt;
&lt;br /&gt;
So stay tuned for the unavailing of the d50 system!!! or the d100/2 (name still pending) &lt;br /&gt;
&lt;br /&gt;
==Rulebook==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment==&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:30, 1 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133695</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133695"/>
		<updated>2009-12-31T20:21:40Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Final Thoughts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
===Project Overview===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  None of the sections are 100% finished but some are not even at the first draft level and are still concepts that are being edited.   These sections are marked with an at sign &amp;quot;@&amp;quot; to let you know it is rough.&lt;br /&gt;
&lt;br /&gt;
==Rulebook==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic @====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formulas for determining success and handicap in the action and conflict resolution mechanic are:&lt;br /&gt;
&lt;br /&gt;
Success: (R) &amp;gt;= (T) - (H)&lt;br /&gt;
&lt;br /&gt;
Handicap: (H) = (X) - (Y)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;R &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Roll a 1d10 or a random number between 1 and 10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;T &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Target number of 5 for 60% base chance to succeed &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;X &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;The character stat level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;Y &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Task difficulty rating or Opposed stat level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;H &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Handicap is a number from -5 to +5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;&amp;amp;gt; &amp;amp;nbsp; &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Greater than sign &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;= &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Equals sign &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot; align=&amp;quot;justify&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet @===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet @===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information @====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot @====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor @====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring @==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment @==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot; align=&amp;quot;justify&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines @==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133694</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133694"/>
		<updated>2009-12-31T20:20:56Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Dynamic Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
===Project Overview===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  None of the sections are 100% finished but some are not even at the first draft level and are still concepts that are being edited.   These sections are marked with an at sign &amp;quot;@&amp;quot; to let you know it is rough.&lt;br /&gt;
&lt;br /&gt;
==Rulebook==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic @====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formulas for determining success and handicap in the action and conflict resolution mechanic are:&lt;br /&gt;
&lt;br /&gt;
Success: (R) &amp;gt;= (T) - (H)&lt;br /&gt;
&lt;br /&gt;
Handicap: (H) = (X) - (Y)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;R &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Roll a 1d10 or a random number between 1 and 10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;T &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Target number of 5 for 60% base chance to succeed &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;X &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;The character stat level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;Y &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Task difficulty rating or Opposed stat level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;H &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Handicap is a number from -5 to +5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;&amp;amp;gt; &amp;amp;nbsp; &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Greater than sign &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;= &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Equals sign &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot; align=&amp;quot;justify&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet @===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet @===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information @====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot @====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor @====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring @==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment @==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines @==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133691</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133691"/>
		<updated>2009-12-31T20:07:17Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Action Resolution Mechanic @ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
===Project Overview===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  None of the sections are 100% finished but some are not even at the first draft level and are still concepts that are being edited.   These sections are marked with an at sign &amp;quot;@&amp;quot; to let you know it is rough.&lt;br /&gt;
&lt;br /&gt;
==Rulebook==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic @====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formulas for determining success and handicap in the action and conflict resolution mechanic are:&lt;br /&gt;
&lt;br /&gt;
Success: (R) &amp;gt;= (T) - (H)&lt;br /&gt;
&lt;br /&gt;
Handicap: (H) = (X) - (Y)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;R &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Roll a 1d10 or a random number between 1 and 10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;T &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Target number of 5 for 60% base chance to succeed &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;X &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;The character stat level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;Y &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Task difficulty rating or Opposed stat level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;H &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Handicap is a number from -5 to +5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;&amp;amp;gt; &amp;amp;nbsp; &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Greater than sign &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;24&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;= &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;324&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Equals sign &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet @===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet @===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information @====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot @====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor @====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring @==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment @==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines @==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133689</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133689"/>
		<updated>2009-12-31T19:55:31Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Action Resolution Mechanic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
===Project Overview===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  None of the sections are 100% finished but some are not even at the first draft level and are still concepts that are being edited.   These sections are marked with an at sign &amp;quot;@&amp;quot; to let you know it is rough.&lt;br /&gt;
&lt;br /&gt;
==Rulebook==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic @====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formulas for determining success and handicap in the action and conflict resolution mechanic are:&lt;br /&gt;
&lt;br /&gt;
Success: (R) &amp;gt;= (T) - (H)&lt;br /&gt;
&lt;br /&gt;
Handicap: (H) = (X) - (Y)&lt;br /&gt;
&lt;br /&gt;
Roll (R) a 1d10 and if the result is greater than or equal to the target number (T) minus the handicap you succeed.  To find the handicap you take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y). This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet @===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet @===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information @====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot @====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor @====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring @==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment @==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines @==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133688</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133688"/>
		<updated>2009-12-31T19:42:11Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Simple Old-fashioned Adventurous Roleplaying (SOAR) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
===Project Overview===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  None of the sections are 100% finished but some are not even at the first draft level and are still concepts that are being edited.   These sections are marked with an at sign &amp;quot;@&amp;quot; to let you know it is rough.&lt;br /&gt;
&lt;br /&gt;
==Rulebook==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet @===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet @===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information @====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot @====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor @====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring @==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment @==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines @==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133687</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133687"/>
		<updated>2009-12-31T19:41:33Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Simple Old-fashioned Adventurous Roleplaying (SOAR) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
===Project Overview===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  None of the sections are 100% finished but some are not even at the first draft level and are still concepts that are being edited.   These sections are marked with an at sign &amp;quot;@&amp;quot; to let you know it is rough.&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet @===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet @===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information @====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot @====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor @====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring @==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment @==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines @==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133686</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133686"/>
		<updated>2009-12-31T19:40:46Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet @===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet @===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information @====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot @====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor @====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring @==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment @==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines @==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133653</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133653"/>
		<updated>2009-12-30T21:22:13Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Settings &amp;amp; Storylines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  None of the sections are 100% finished but some are not even at the first draft level and are still concepts that are being edited.   These sections are marked with an at sign &amp;quot;@&amp;quot; to let you know it is rough.&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet @===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet @===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information @====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot @====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor @====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring @==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment @==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines @==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133652</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133652"/>
		<updated>2009-12-30T21:22:02Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Dynamic Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  None of the sections are 100% finished but some are not even at the first draft level and are still concepts that are being edited.   These sections are marked with an at sign &amp;quot;@&amp;quot; to let you know it is rough.&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet @===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet @===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information @====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot @====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor @====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring @==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment @==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133651</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133651"/>
		<updated>2009-12-30T21:21:52Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  None of the sections are 100% finished but some are not even at the first draft level and are still concepts that are being edited.   These sections are marked with an at sign &amp;quot;@&amp;quot; to let you know it is rough.&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet @===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet @===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information @====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot @====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor @====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring @==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment @==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat @==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133650</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133650"/>
		<updated>2009-12-30T21:21:18Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Character Creation @ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  None of the sections are 100% finished but some are not even at the first draft level and are still concepts that are being edited.   These sections are marked with an at sign &amp;quot;@&amp;quot; to let you know it is rough.&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet @===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet @===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information @====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot @====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor @====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring @==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment @==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133649</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133649"/>
		<updated>2009-12-30T21:20:01Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  None of the sections are 100% finished but some are not even at the first draft level and are still concepts that are being edited.   These sections are marked with an at sign &amp;quot;@&amp;quot; to let you know it is rough.&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation @==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring @==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment @==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133648</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133648"/>
		<updated>2009-12-30T21:19:23Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Adventuring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  None of the sections are 100% finished but some are not even at the first draft level and are still concepts that are being edited.   These sections are marked with an at sign &amp;quot;@&amp;quot; to let you know it is rough.&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring @==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment @==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133647</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133647"/>
		<updated>2009-12-30T21:19:05Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Leveling &amp;amp; Advancment (@) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  None of the sections are 100% finished but some are not even at the first draft level and are still concepts that are being edited.   These sections are marked with an at sign &amp;quot;@&amp;quot; to let you know it is rough.&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment @==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133646</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133646"/>
		<updated>2009-12-30T21:18:40Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Leveling &amp;amp; Advancment (&amp;amp;) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  None of the sections are 100% finished but some are not even at the first draft level and are still concepts that are being edited.   These sections are marked with an at sign &amp;quot;@&amp;quot; to let you know it is rough.&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment (@)==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133645</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133645"/>
		<updated>2009-12-30T21:18:27Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  None of the sections are 100% finished but some are not even at the first draft level and are still concepts that are being edited.   These sections are marked with an at sign &amp;quot;@&amp;quot; to let you know it is rough.&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment (&amp;amp;)==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133644</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133644"/>
		<updated>2009-12-30T21:17:46Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Leveling &amp;amp; Advancment &amp;amp; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  None of the sections are 100% finished but some are not even at the first draft level and are still concepts that are being edited.   These sections are marked with an ampersand &amp;quot;&amp;amp;&amp;quot; to let you know it is rough.&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment (&amp;amp;)==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133643</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133643"/>
		<updated>2009-12-30T21:17:28Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Leveling &amp;amp; Advancment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  None of the sections are 100% finished but some are not even at the first draft level and are still concepts that are being edited.   These sections are marked with an ampersand &amp;quot;&amp;amp;&amp;quot; to let you know it is rough.&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment &amp;amp;==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133642</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133642"/>
		<updated>2009-12-30T21:16:52Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  None of the sections are 100% finished but some are not even at the first draft level and are still concepts that are being edited.   These sections are marked with an ampersand &amp;quot;&amp;amp;&amp;quot; to let you know it is rough.&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133641</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133641"/>
		<updated>2009-12-30T21:14:15Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.  Many of the sections are still being edited and are marked with an ampersand &amp;quot;&amp;amp;&amp;quot; to let you know it is not finished.&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133640</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133640"/>
		<updated>2009-12-30T21:10:31Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Parts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Books====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133639</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133639"/>
		<updated>2009-12-30T21:08:21Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* 9 main Character Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====Main=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Parts====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133638</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133638"/>
		<updated>2009-12-30T21:07:13Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* 9 main Character Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====9 main Character Stats=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following table is a breakdown and explanation of the nine main Character Stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Parts====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133637</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133637"/>
		<updated>2009-12-30T21:05:48Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
There are three types of statistics used in SOAR Derived, Fixed, and Main.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
=====9 main Character Stats=====&lt;br /&gt;
&lt;br /&gt;
The 9 main statistic (Stats) levels in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Parts====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133636</id>
		<title>SOAR</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SOAR&amp;diff=133636"/>
		<updated>2009-12-30T21:02:40Z</updated>

		<summary type="html">&lt;p&gt;Eamon: /* Fixed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Simple Old-fashioned Adventurous Roleplaying (SOAR) ==&lt;br /&gt;
[[File:SOAR_LOGO2.jpg|200px|thumb|right|Simple Old-fashioned Adventurous Roleplaying]]&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
The SOAR rulebook is still being written and is in the first draft phase. While the systems and general rules are fairly developed there is still room for improvement and &#039;&#039;&#039;the project is seeking co-author(s)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
SOAR is designed to be quick and easy to learn and use.  The rules provided are meant to guide you on your adventure and provide a simple method action and conflict resolution.  The main goal of roleplaying is to have fun.  A roleplaying game or system is designed to mimic real life in such a way as to allow players to experiencing the story.  Through the use of dice and other random elements SOAR should allow players to influence and even control the outcome of the story based on their choices, ingenuity, imagination and some old-fashioned roll-able luck.  This rulebook is intended to be universal to any setting and generic enough to tell any story and therefore does not provide either of these things in expanded detail. However, some setting options and storyline ideas are found at the end of this rulebook.  An action and conflict resolution mechanic is used to cover many different situations from normal fist fights, sword fights, and gun fights to fantastic wizard duels and things of that nature.  Some things are in SOAR are deliberately left up to the imagination while others are purely for the Narrator and Players and to agree on.  Freedom to make SOAR fit your chosen setting and storyline are provided for in the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
===Roles &amp;amp; Rolls===&lt;br /&gt;
&lt;br /&gt;
The Narrator Role – This is the person designated to bring order in the form of common sense to the story and guide players by providing situations and other information needed to move though the story to the end.  They also serve as the final say in disputes about the rules and have the power to make anything happen in the scope of the game setting and storyline.  In SOAR the Narrator is always right.  Roleplaying games are, for the most part, too complicated to stop everything that is going on to argue about the rules every 5 minutes and it is the Narrators job to make sure this does not happen too often.  The Narrator is also referred to as the Game Master (GM) or Referee.&lt;br /&gt;
&lt;br /&gt;
The Actor (Player) Role – The player’s role is to have fun!  They work as an actor plays a role in a film to help make the story interesting by getting into character and playing the game the way their character would.  The player chooses the name, age, appearance, skills, weapons, armor, equipment, and virtually every other aspect of their character. The player then directly controls their character’s movement and actions.  It is understood that the player and character are not the same. This allows a player to take on the role of a male, female, animal, or other creature.  Giving them the freedom to have their character act in ways they themselves might not normally act.&lt;br /&gt;
&lt;br /&gt;
Dice Rolls – The expression used to tell you what type of die (d) to use and how many to use is shown as “1d4”.  The first number tells you how many dice to use and the second number tells you how many sides the die should have.  So, 1d4 tells you to roll one four-sided die and 4d6 tells you to roll four six-sided dice.  You will also use modifiers like +1 and -3 that are applied the die roll after it is made.  Different size dice such as d4’s or d8’s and others are use for damage, healing, and other random calculations as specified later in the book.&lt;br /&gt;
[[File:SetDice.jpg]]&lt;br /&gt;
===What you need to play===&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to play is an interesting setting and a developed storyline.  Unfortunately, the thing that stops most people from playing roleplaying games is the lack of a good setting and storyline.  Most everything else you will need can be purchased from any local game or book store.  &lt;br /&gt;
&lt;br /&gt;
*A place to play&lt;br /&gt;
*People to play with&lt;br /&gt;
*An active imagination&lt;br /&gt;
*The SOAR rulebook &amp;amp; supplements&lt;br /&gt;
*One Character Sheet for each player&lt;br /&gt;
*Pencils &amp;amp; Paper&lt;br /&gt;
*4, 6, 8, 10, 12, and 20 sided dice&lt;br /&gt;
*Anything else you might find useful&lt;br /&gt;
&lt;br /&gt;
Note: There are a lot of roleplaying aids available and some are better than others… so look around and use what works best for you.&lt;br /&gt;
&lt;br /&gt;
===Core Mechanics===&lt;br /&gt;
&lt;br /&gt;
There are two main mechanics in the SOAR system. The first is the action and conflict resolution mechanic and the second is the dynamic content mechanic.&lt;br /&gt;
&lt;br /&gt;
====Action Resolution Mechanic====&lt;br /&gt;
&lt;br /&gt;
This first mechanic deals with the use of a single 10 sided die or 1d10.  The result should simulate a characters chance of success based on their ability vs. the difficulty of a task or their opponent’s ability to resist their action.  Keep in mind that your character is an adventurer and not just some common person so your character’s chances are designed to be better than average most of the time.  The base number to succeed is always 5 but your 1d10 die roll is plus or minus the handicap modifier.  To determine the handicap the core mechanic takes into consideration your character’s skill level in relation to the action or task’s level of difficulty.  This creates a handicap value for each roll of the dice represented by a number ranging from a minimum of -5 to a maximum of +5.&lt;br /&gt;
&lt;br /&gt;
The basic formula for determining the handicap in the action and conflict resolution mechanic is:&lt;br /&gt;
&lt;br /&gt;
((X-Y)/2↓) = H&lt;br /&gt;
&lt;br /&gt;
You take the difference between the character’s stat level (X) and the task’s difficulty or target’s skill level (Y) divided by 2 rounded down. This equals the handicap (H) that is applied to each roll.&lt;br /&gt;
&lt;br /&gt;
This table shows the number you need to roll to succeed based on the handicap.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;N/A&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;+1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;33&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;-5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This makes it possible to have a situation that does not require a roll because you have 100% chance of success at +5 but never allows a time when you have 100% chance to fail.  Because with the worst handicap of -5 you still have a 10% chance to succeed by rolling a 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Your character is trying to find a hidden trap door with a search skill based on their Wisdom Stat level of 5.  The difficulty level to find this trap door is 8.  The difference between the levels is -3. This difference is divided by 2 giving us -1.5 which is then rounded down to -1.  With a 5 or higher being the base roll for success you would now need a 6 or higher in order for your character to succeed because you are -1 to your die roll but you still need the 5 or higher to succeed.  On a ten-sided die you have a 10% chance to roll any one number.  The chance of getting a 5 or higher is 60%.&lt;br /&gt;
&lt;br /&gt;
====Dynamic Content====&lt;br /&gt;
&lt;br /&gt;
The second mechanic deals with the fact that all things boil down to math and statistics at some point when you are talking about roleplaying games.  In order to give both the Narrator and the players freedom to make the characters, setting, and storyline fit together and be just what they want requires specific rules to cover powers, character classes, and other things for each game setting.  For example, in most roleplaying games there is a set in stone list of classes such as fighter, mage, rouge and others.  There are also set in stone lists of powers or feats that the players must pick from or that they will automatically get as they level.  In SOAR there are no set in stone lists.  Classes, abilities and things of that nature are created by the Narrator and players for their characters based on the setting and storyline.  This means that the game setting, storyline, and everything down to the character’s weapons and armor are created and customized for the adventure.  Before you run for the fireplace to burn this rulebook please hear me out and think outside the box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Dynamic content gives you mathematically balanced building blocks or content  just as you might find in other game systems only with the ability to customize/build the content to fit your setting or even individualize it to your characters.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every player can choose from the list of mathematically balanced and generic powers then customize them for their character by giving it a name and description to fit their character and role in the party.  As the characters advance and grow stronger the power types they have access to grow stronger and in some cases replace weaker power they already have.  Some power types also have stat requirements such as a minimum amount of strength or agility and not all are based on damage.  The powers are listed by type and level to make finding a template power for your character easier.  Some effects are also balanced to be interchangeable.  This for example makes the 1d8 in extra damage swappable with the ability to hit two targets with normal damage or knockdown one target instead of dealing damage.&lt;br /&gt;
&lt;br /&gt;
This is not limited to attack powers but also applies to healing and other aspects of combat.  The dynamic content mechanic also applies to many other things found in game play like weapons, armor, tools, equipment and more as seen later in the rules.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
Characters in SOAR are the main focus and should to be designed and built by the person playing the character.  The player is encouraged to make their character larger than life or as life like they would like, based on the game’s setting and the storyline.  The more a player develops the appearance, personality and back-story of their character the more you will enjoy playing.  &lt;br /&gt;
&lt;br /&gt;
===Background Sheet===&lt;br /&gt;
If you start with a good background you will see that the rest of character creation is a snap.  This sheet will help you make detailed and interesting characters.  It asks questions and gives ideas to help you get started.  Also, should you choose to write one, it provides a place for the character’s back story in narrative form.  After you have the character developed as a concept, it is time to fill out and assign Stat points on the Character Sheet.  &lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
This provides a way to keep track of your character’s basic information and stats as they progress, change and gain levels.  Keep in mind that it would be tedious and time consuming to track every little thing about a character.  This is why SOAR starts with Simple.  The character sheet provided with this rulebook focuses primarily on things that are necessary for game play.  It is divided into the following sections to help keep things organized.&lt;br /&gt;
&lt;br /&gt;
====Character Information====&lt;br /&gt;
&lt;br /&gt;
Fill in your characters name, age and other basic information.  While most of this is not directly relevant to game play it will provide a quick overview of who your character is for others that look at it.  This is also where you track your characters experience, level, and in game affiliations.  The fields in this section are:&lt;br /&gt;
&lt;br /&gt;
*Player Name&lt;br /&gt;
*Character Name&lt;br /&gt;
*Gender&lt;br /&gt;
*Age&lt;br /&gt;
*Race&lt;br /&gt;
*Size&lt;br /&gt;
*Profession(s)&lt;br /&gt;
*Level&lt;br /&gt;
*Experience Points&lt;br /&gt;
*More if needed&lt;br /&gt;
&lt;br /&gt;
====Stats====&lt;br /&gt;
&lt;br /&gt;
Character statistic levels (Stats) in SOAR are grouped into three logical areas Body, Mind, and Spirit.  Each Stat then governs or determines a conceptual aspect of the area it is in.  These three conceptual aspects are Capability &amp;amp; Intensity, Control &amp;amp; Skill, and Capacity &amp;amp; Survivability.  The names of the stats are intended to convey these concepts to provide the Narrator and the players a common sense way to figure out what stat they should use when rolling for a task or challenge without the need for expanded lists, charts, or tables.  Body uses the Stats: Strength, Agility, and Endurance.  Mind uses the Stats: Intelligence, Cunning, and Willpower.  Spirit uses the Stats: Power, Manipulation, and Essence.  There are two more types of statistics used in SOAR:  Derived and Fixed.  &lt;br /&gt;
&lt;br /&gt;
=====Derived=====&lt;br /&gt;
These Stats are ever changing stats that use the character’s nine main stats, base values, modifiers, random elements and a mathematical formula to determine their value.  Some examples of a Derived Stats are Hit Points, Wounds, Initiative, Physical, Mental, and Spiritual energy levels.  &lt;br /&gt;
&lt;br /&gt;
=====Fixed=====&lt;br /&gt;
These Stats are numbers or words used to describe something about the character or the games elements and for the most part do not change.  Some examples of Fixed Stats are Character Size, weapons, armor, equipment stats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====9 main Character Stats=====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;800&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Body&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;653&amp;quot;&amp;gt;Governs what you can do physically. If you can imagine your character doing something with their body, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Strength (ST)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how strong the character&#039;s body is and measures physical capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Agility (AG)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Endurance (EN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Mind&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do mentally. If you can imagine your character doing something with their mind, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Intelligence (IN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; Determines how strong the character&#039;s mind is and measures mental capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Cunning (CN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their mind&#039;s thoughts, memory and recall, computation ability, and skill capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Willpower (WP)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Spirit&amp;lt;/strong&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Governs what you can do spiritually. If you can imagine your character doing something with their spirit, how to figure out whether or not you can succeed at doing it or doing it in combat you will use one of the following Character Stats.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Power (PW)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;p&amp;gt;Determines how strong the character&#039;s spirit is and measures spiritual capabilities.&amp;lt;/p&amp;gt;    &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Manipulation (MN)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Essence (ES)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Combat Snapshot====&lt;br /&gt;
&lt;br /&gt;
This area tracks information to make combat easier to reference.  The fields in this section are: &#039;&#039;&#039;(TBD)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Skills &amp;amp; Professions====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt to use common skills.  However, some skills require a level of training to have a good chance of success.  All skills are governed by one or more of your character’s Stats and determine how well a character can perform these common tasks such as searching a room for a hidden door or whether or not a character can smooth talk a merchant into giving them a deal on the price of an item.  A profession represents a range of skills that benefit from formal physical, mental, or spiritual education.  While skills can be used and learned by anyone training in a profession is gained over time, normally as part of a class or way of life.&lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
All Character start with one Ability.  These are things that set your character apart from other adventurers.  Your character might have the ability to tame hostile animals or the ability to have berserker strength once they have taken damage.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Flaws====&lt;br /&gt;
&lt;br /&gt;
These are things that make your character balanced.  They are sometimes paired with Abilities to ensure you keep them fair.  While your character might have the ability to tame hostile animals they might not interact as well with others and so take a penalty to character interactions.  Likewise, their berserker strength will not last forever and will leave them drained and vulnerable.  The player gets to build this part of their character’s using Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Weapons &amp;amp; Armor====&lt;br /&gt;
&lt;br /&gt;
This is where weapons and armor that the character is currently using or wearing are shown.  To make things simple there are the following slots for usable equipment:&lt;br /&gt;
&lt;br /&gt;
*Head&lt;br /&gt;
*Body&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
*Feet&lt;br /&gt;
*5 Item slots&lt;br /&gt;
&lt;br /&gt;
The 5 item slots represent locations on the body where an item might be found, such as neck or waist, while not limiting you to any specific location.  As with many other things in SOAR as long as it makes sense to the Narrator and Player it is okay to put an item anywhere on the character.  The character is not limited to 5 items at a time but other items will need to be listed in the tools &amp;amp; equipment or remarks section of the sheet for space reasons.  Basic guidelines for developing (not crafting) weapons and armor are covered in the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Tools &amp;amp; Equipment====&lt;br /&gt;
&lt;br /&gt;
For the purpose of this game tools are things use can get to quickly and use even in combat and equipment are things you can’t.  Thus a character is limited to just a few items as tools and the rest are in their “backpack” as equipment.  The Narrator sets the number and type of tools each character can have based on common sense.  The suggested amount is two tools per character and only enough equipment to get through the adventure.  The SOAR system does not get technical with how much things weigh and so a character can carry anything within reason for their size and strength.  However, some suggested amounts as well as some basic types are given under the Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
====Coins &amp;amp; Treasure====&lt;br /&gt;
&lt;br /&gt;
Wealth is relative and so it is left up to the setting to determine what metric is used.  This area of the character sheet just provides a place to track what you have.  Some suggestions for wealth naming conventions and types are given under Settings &amp;amp; Storylines and Dynamic Content.&lt;br /&gt;
&lt;br /&gt;
==Adventuring==&lt;br /&gt;
&lt;br /&gt;
In SOAR one adventure covers the playable life of the adventuring characters.  From the time they start adventuring to the time they retire and live out the rest of their lives in peace… “happily ever after” if they make in that far.  This keeps games simple and easy to follow.  It makes the adventure more fun as you move through the life of your characters and their story.  After all it should be their story and not some random story that they just happen to find themselves in today.&lt;br /&gt;
&lt;br /&gt;
To make adventures simple to manage they are divided into Parts that cover a range of character levels like 1-5 or 6-10.  Then these parts are divided into segments called Chapters that cover both one play session and one character level.  Each of these chapters are divided into Scenes that cover both combat and non-combat situations the characters find themselves in during that chapter.  This makes the adventure feel more like a story from a book and keeps the game on track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Parts====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Chapters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Scenes====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Leveling &amp;amp; Advancment==&lt;br /&gt;
&lt;br /&gt;
As you go through the plot of the adventure your character will gain Hit Points, Experience Points (EXP), Skills Points (SP), Profession Points (PP) and Abilities.  These can be used at the end of each chapter of the adventure.  You use them to make the character better or more powerful.  Each chapter in an adventure should be equal to one character level so with few exceptions based on the storyline and how long your group’s play sessions are, you will level at the end of each chapter of the story.&lt;br /&gt;
&lt;br /&gt;
===Character Sheet===&lt;br /&gt;
Each time the character gains a level the following things are affected.  All of the characters derived stats, such as wounds, and energy levels.  If you change something on your character sheet that affects the derived stats, this is the time to update that information.&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Your character will gain EXP stating with 6 at level 2 and the number of points you gain after that always increases by 1 point as shown in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;XP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;13 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;15 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
EXP can be spent in one of three ways.  First, it can be spent to level up an individual skill.  Second, it can be spent to level up a profession.  Third, it can be used to level up one of the nine major character Stats.&lt;br /&gt;
&lt;br /&gt;
To level a skill you pay EXP to buy dice that are rolled to gain Skill Points (SP) or Profession Points (PP) depending on your choice before the roll is made.  The cost to do this is 1 EXP per 1d6 rolled.&lt;br /&gt;
&lt;br /&gt;
You will also be given the option to buy &amp;quot;SP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
For every 3 levels starting a level 1 the character gets 1 new skill.  All skills start at level 1 when learned and cost 6 Skill Points for the level 2 and from there the cost increases by 2 each level as shown in the table below.  You may also retrain 1 skill for a new one if the Narrator will allow it based on the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;11 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SP &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;10 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;14 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;18 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;22 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Professions===&lt;br /&gt;
You start the adventure with 1 profession or group of 3 skills.  Each time you level you may roll Skill Point Dice and use the Skill Points to level your starting profession.  The Skill Point cost to level your main Profession is 12 Skill Points for the level 2 and from there the cost increases by 4 each level.  You may also start learning a new sub-profession, when leveling, if the Narrator will allow it.  This would be instead of leveling your main profession and the cost is 12 Skill Points for the level 1 and from there the cost increases by 4 each level.  Sub professions cannot be leveled beyond level 5 and after that each Skill in that profession must be leveled individually as shown in the table below.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Level &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;1 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;2 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;3 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;4 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;5 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;6 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;7 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;8 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;9 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Main &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;0 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;32 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;36 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;40 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p&amp;gt;Sub &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;12 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;16 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;20 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;24 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;28 &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;34&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;p align=&amp;quot;center&amp;quot;&amp;gt;* &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer. &lt;br /&gt;
&lt;br /&gt;
As with skills, you will be given the option to buy &amp;quot;PP dice&amp;quot; from in-game trainers, using in-game money based on the adventure and setting.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
Every even level you gain an ability equal to your level.  Every 5th level you can also exchange a weaker ability for one of your current level.&lt;br /&gt;
&lt;br /&gt;
===Final Thoughts===&lt;br /&gt;
Because Skills, Professions, and Abilities are specific to the adventure’s setting, use the guidance in the Dynamic Content section to determine what skill and Profession your character will start with and gain as they advance in level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;348&amp;quot; valign=&amp;quot;top&amp;quot; bgcolor=&amp;quot;#CCCCCC&amp;quot;&amp;gt;&amp;lt;p&amp;gt;SOAR content is almost totally dynamic and therefore up to the Narrator and Players to agree on, there are an infinite amount of possible abilities, skills, and professions. Use common sense, game setting, and adventure storyline to help you choose these for the characters as you gain levels. &amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dynamic Content==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Settings &amp;amp; Storylines==&lt;br /&gt;
&lt;br /&gt;
A brief look at how to make your own settings and storyline work with SOAR and some examples of generic settings and story ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(more information to be added here later)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
If you wish to makes changes to this page please contact C. M. Perry at his e-mail eamonltd@gmail.com to become part of the project.&lt;br /&gt;
There is a lot to this rulebook that is being revised offline and will be uploaded as it is reaches the first draft level. Keep in mind that most of the system has already been developed and will be posted as the author has time (as changes in format need to be made so it will work in Wiki format).&lt;br /&gt;
&lt;br /&gt;
SOAR and the text provide here are the intellectual property of C. M. Perry (AKA Eamon) and his Co-Authors.  The SOAR rulebook and supplements are protected under the intellectual property laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of C. M. Perry. Any similarity to other games, actual people, organizations, places, or events included herein is purely coincidental.&lt;br /&gt;
&lt;br /&gt;
[[User:Eamon|Eamon]] 20:51, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Eamon</name></author>
	</entry>
</feed>