SOAR

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Simple Old-fashioned Adventurous Roleplaying (SOAR)

Simple Old-fashioned Adventurous Roleplaying

Introduction

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 the project is seeking co-author(s). 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 "@" to let you know it is rough.

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.

Roles & Rolls

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.

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.

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. SetDice.jpg

What you need to play

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.

  • A place to play
  • People to play with
  • An active imagination
  • The SOAR rulebook & supplements
  • One Character Sheet for each player
  • Pencils & Paper
  • 4, 6, 8, 10, 12, and 20 sided dice
  • Anything else you might find useful

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.

Core Mechanics

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.

Action Resolution Mechanic

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.

The basic formula for determining the handicap in the action and conflict resolution mechanic is:

((X-Y)/2↓) = H

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.

This table shows the number you need to roll to succeed based on the handicap.

N/A

1

2

3

4

5

6

7

8

9

10

+5

+4

+3

+2

+1

0

-1

-2

-3

-4

-5

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.

Example: 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%.

Dynamic Content

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.

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.

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.

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.

Character Creation

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.

Background Sheet @

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.

Character Sheet @

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.

Character Information @

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:

  • Player Name
  • Character Name
  • Gender
  • Age
  • Race
  • Size
  • Profession(s)
  • Level
  • Experience Points
  • More if needed

Stats

There are three types of statistics used in SOAR Derived, Fixed, and Main.

Derived

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.

Fixed

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.

Main

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 & Intensity, Control & Skill, and Capacity & 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.


The following table is a breakdown and explanation of the nine main Character Stats.

Body
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.
Strength (ST) Determines how strong the character's body is and measures physical capabilities.
Agility (AG) Determines how skillfully the character can control their body in motion, fine motor dexterity, hand eye coordination, and ranged capabilities.
Endurance (EN) Determines how much physical energy the character has and how much their body can withstand before suffering ill effects.
Mind
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.
Intelligence (IN) Determines how strong the character's mind is and measures mental capabilities.
Cunning (CN) Determines how skillfully the character can control their mind's thoughts, memory and recall, computation ability, and skill capabilities.
Willpower (WP) Determines how much mental energy the character has and how much their mind can withstand before suffering ill effects.
Spirit
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.
Power (PW)

Determines how strong the character's spirit is and measures spiritual capabilities.

Manipulation (MN) Determines how skillfully the character can control their spirit, their level of faith or belief, and spiritual capabilities.
Essence (ES) Determines how much spiritual energy the character has and how much their spirit can withstand before suffering ill effects.

(more information to be added here later)

Combat Snapshot @

This area tracks information to make combat easier to reference. The fields in this section are: (TBD)

Skills & Professions

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.

Abilities

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.

Flaws

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.

Weapons & Armor @

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:

  • Head
  • Body
  • Right Hand
  • Left Hand
  • Feet
  • 5 Item slots

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 & 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.

Tools & Equipment

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.

Coins & Treasure

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 & Storylines and Dynamic Content.

Adventuring @

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.

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.

(more information to be added here later)

Books

(more information to be added here later)

Chapters

(more information to be added here later)

Scenes

(more information to be added here later)

Leveling & Advancment @

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.

Character Sheet

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.

Experience

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.

Level

3

4

5

6

7

8

9

10

11

XP

7

8

9

10

11

12

13

14

15

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.

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.

You will also be given the option to buy "SP dice" from in-game trainers, using in-game money based on the adventure and setting.

Skills

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.


Level

3

4

5

6

7

8

9

10

11

SP

8

10

12

14

16

18

20

22

24

Professions

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.

Level

1

2

3

4

5

6

7

8

9

Main

0

12

16

20

24

28

32

36

40

Sub

12

16

20

24

28

*

*

*

*

You may find times when you will level one of the skills within your professions during leveling or with an in-game trainer.

As with skills, you will be given the option to buy "PP dice" from in-game trainers, using in-game money based on the adventure and setting.

Abilities

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.

Final Thoughts

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.

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.

Combat @

(more information to be added here later)

Dynamic Content @

(more information to be added here later)

Settings & Storylines

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.

(more information to be added here later)

Footnotes

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. 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).

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.

Eamon 20:51, 30 December 2009 (UTC)