Post by Sutton on Apr 14, 2008 13:27:01 GMT -5
This is a guide to the Roleplaying Game: The Riddle of Steel, from Driftwood publishing. It's quite a good game, I would reccomend you pick it up, but their online store has been out for months and they have shown no signs of activity, despite the hundreds, possibly thousand plus outstanding pre-orders for a book that has been "almost done" for more than two and a half years with no news. Thus I have few qualms about giving you guys the info when they don't even seem to want to bother to get their own act together.
The core mechanic of the Riddle of Steel is a dicepool d10 system, similar to that used in shadowrun, wherein you roll a number of ten sided dice based on your attributes, sometimes taking dice from a pool for the round. (Such as in combat, where you have Reflex + Weapon Proficiency dice available per round for maneuvers.) These dice are rolled, and each is compared against a TN, or Target Number, based on the task at hand or skill being used. All dice which have a result above the TN are counted as successes. As well, all dice upon which a ten is rolled are rolled again, and the results added together. (Thus, if I were to roll a ten, and then a three, the die would count as a thirteen.) This is important for very difficult tasks, such as health rolls against the black plague. However, it should be noted that this does NOT grant additional successes.
Character Creation:
The first step in any game is, of course, making your character.
This is the priorities table. When building a character choose one element from each column and row. (Ignore the priorities column.)
For example, you can take Landed Noble and Gifted Human, but not Landed Noble and Fey.
Race:
Fey
Nigh-immortal, magically gifted elves, a dying race, only age as a side effect of magic
Seihe
All manner of dwarfs, sprites, etc. Come in sorcerous and not sorcerous varieties.
Halflings
Half man, half fey, these creatures are much longer lived than humans and have a relatively high chance of developing sorcerous talent.
Humans
The garden varienty. Most of the people of the world are humans, but only rarely do they have any magical talent.
Social Class:
Landed Noble
A true noble, these characters are the Liege-lord of some holding. They begin play with 250 gold crowns, and may earn 40 gold crowns a year from their estate, after factoring in the amount claimed by the appointed steward
Landless Noble
Those of noble birth with no claim to any particular holding. They may earn 1d10x10 gold crowns per year working as a freelance knight, and begin play as with 100 gold crowns.
High Freeman
The upper class of the non-nobles, includes many rich merchants and clergyman. They begin play with 50 gold crowns, and typical wages amount to 4d10 gold crowns per year when employed in a full time job.
Low Freeman
The urban common folk, they are the craftsman and working folk of the growing cities. They begin play with 15 golden crowns and may earn a monthly wage of 1d6 gold year for a full time job.
Peasants
The serfs are poor. VERY poor. Their total cash at start is worth 5 golden crowns, and those who work on their lords estate recieve a "wage" of poor food to eat and a roof over their heads. They can also scrounge up 1d10 silver shillings once or twice a year from excess or stolen goods.
Slaves
Slaves have NOTHING. No weapons. Mere rags for clothes. No money. Good luck.
The core mechanic of the Riddle of Steel is a dicepool d10 system, similar to that used in shadowrun, wherein you roll a number of ten sided dice based on your attributes, sometimes taking dice from a pool for the round. (Such as in combat, where you have Reflex + Weapon Proficiency dice available per round for maneuvers.) These dice are rolled, and each is compared against a TN, or Target Number, based on the task at hand or skill being used. All dice which have a result above the TN are counted as successes. As well, all dice upon which a ten is rolled are rolled again, and the results added together. (Thus, if I were to roll a ten, and then a three, the die would count as a thirteen.) This is important for very difficult tasks, such as health rolls against the black plague. However, it should be noted that this does NOT grant additional successes.
Character Creation:
The first step in any game is, of course, making your character.
Priorities | Social Class | Race and Sorcery | Attributes | Proficiencies | Skills | Gifts & Flaws |
A | Landed Nobility (250gp) | Fey or Sorcery using Seihe | 47 | 14 | 6/6 | 2 major gifts |
B | Landless Nobility (100gp) | Non-magical Siehe, Gifted Human or Gifted Halfling | 43 | 9 | 6/7 | 1 major gift |
C | High Freeman (50gp) | Non-magical Halfling | 39 | 6 | 7/7 | 1 major gift, 1 minor flaw |
D | Low Freeman (15gp) | Human | 35 | 4 | 8/8 | 1 Minor Gift and Minor Flaw or none |
E | Peasant (5gp) | Human | 31 | 2 | 9 | 1 major flaw, 1 minor gift |
F | Prisoner or Slave (None) | Human | 27 | 0 | 9 | 1 major flaw, 1 minor flaw |
This is the priorities table. When building a character choose one element from each column and row. (Ignore the priorities column.)
For example, you can take Landed Noble and Gifted Human, but not Landed Noble and Fey.
Race:
Fey
Nigh-immortal, magically gifted elves, a dying race, only age as a side effect of magic
Seihe
All manner of dwarfs, sprites, etc. Come in sorcerous and not sorcerous varieties.
Halflings
Half man, half fey, these creatures are much longer lived than humans and have a relatively high chance of developing sorcerous talent.
Humans
The garden varienty. Most of the people of the world are humans, but only rarely do they have any magical talent.
Social Class:
Landed Noble
A true noble, these characters are the Liege-lord of some holding. They begin play with 250 gold crowns, and may earn 40 gold crowns a year from their estate, after factoring in the amount claimed by the appointed steward
Landless Noble
Those of noble birth with no claim to any particular holding. They may earn 1d10x10 gold crowns per year working as a freelance knight, and begin play as with 100 gold crowns.
High Freeman
The upper class of the non-nobles, includes many rich merchants and clergyman. They begin play with 50 gold crowns, and typical wages amount to 4d10 gold crowns per year when employed in a full time job.
Low Freeman
The urban common folk, they are the craftsman and working folk of the growing cities. They begin play with 15 golden crowns and may earn a monthly wage of 1d6 gold year for a full time job.
Peasants
The serfs are poor. VERY poor. Their total cash at start is worth 5 golden crowns, and those who work on their lords estate recieve a "wage" of poor food to eat and a roof over their heads. They can also scrounge up 1d10 silver shillings once or twice a year from excess or stolen goods.
Slaves
Slaves have NOTHING. No weapons. Mere rags for clothes. No money. Good luck.