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	<updated>2026-10-16T17:26:36Z</updated>
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		<id>http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2287</id>
		<title>Storm &amp; Steel</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2287"/>
		<updated>2026-10-12T01:49:49Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt; The new roleplaying system and world created by genius artist Steven Hill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:24pt&amp;quot;&amp;gt;Storm &amp;amp; Steel&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel is a medieval fantasy adventure roleplaying game system where players create custom characters that can master magic and combat to make their way through a dangerous world filled with monstrosities, supernatural perils, and deadly combatants. While many of its elements are both familiar and unique to fantasy roleplaying, its robust combat system is new and intuitive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use this Wiki:&#039;&#039;&#039;&lt;br /&gt;
Many entries are populated on a &amp;quot;Contents&amp;quot; list seen in a block at the left, such as seen immediately beneath this section. Clicking on a subject in the contents block will automatically scroll you down the page to a corresponding entry with a title in large print. The title in large print is a clickable link that will direct you to a separate page with more specific information and perhaps additional important links.&lt;br /&gt;
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==[[S&amp;amp;S: The Persona | &#039;&#039;&#039;The Persona&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
The persona is what the world sees - and does not see - as a player controls their character. It is more than the sum of their attributes, powers, abilities, possessions, and other character defining things: it is their personality, traits, quirks, goals, drive, and personal choices that truly define the character. &lt;br /&gt;
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==[[S&amp;amp;S: Character Creation | &#039;&#039;&#039;Character Creation&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Character creation is a cooperative creative process done together with both the guidance of the GameMaster and the Player to bring the necessary pieces of the character together. While a self-guided process will be provided for players to design characters, a hands-on approach by GameMasters is &#039;&#039;more&#039;&#039; desirable to ensure a better fit into the GameMaster&#039;s customized milieu. A set of [[character sheets | character sheets]] will be provided along with the steps needed to fill them.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: The Ability Scores | &#039;&#039;&#039;The Ability Scores&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
A character&#039;s physical and mental attributes are numerically defined by seven ability scores determined by random die rolls adjusted by modifiers from race, class, occupations, etc. The value of each ability score represents the &#039;&#039;actual&#039;&#039; bonus or penalty awarded for the attribute. The scores (-1, 0, +1, +2, etc.) are recorded in required places on [[character sheets | character sheets]] throughout the character making process.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Races | &#039;&#039;&#039;Races&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and familiar playable fantasy races that can be chosen by players. However, the GameMaster may adjust the choices that are available to fit their particular milieu. Many races have special abilities and modifiers to physical and mental attributes. Each available choice can be a unique roleplaying experience.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Classes | &#039;&#039;&#039;Classes&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and common playable fantasy classes that can be chosen by players. However, much like with the races, the Gamemaster may decide which ones are available within their particular milieu. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Occupations, Heritage, and Culture | &#039;&#039;&#039;Occupations, Heritage, and Culture&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Occupations, Heritage, and Culture are character defining details in Storm &amp;amp; Steel. They often offer advantages (and sometimes restrictions, in the cases of some Heritage and Culture options) based on a character&#039;s background. They can be selected or rolled randomly. A GameMaster&#039;s milieu may determine where such background options are available.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Skills | &#039;&#039;&#039;Skills&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a great number of skills that are typically not directly related to combat. These are often garnered from classes, race, occupations, heritage, culture, background, and the general imagination of the player. &lt;br /&gt;
&lt;br /&gt;
* Storm &amp;amp; Steel generally offers skills &#039;&#039;freely&#039;&#039;, where proper, but allows the possibility of gaining skills not associated with class, race occupation, heritage, culture, or background. This can only happen if the desired skills are deemed available by the GameMaster and the appropriate skill points are spent. Skill points that not spent for adding unassociated skills can be used to bolster character skills. &lt;br /&gt;
&lt;br /&gt;
* A complete skill point system is offered for GameMasters who prefer a &amp;quot;hands-off&amp;quot; approach to skill determination.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Combat | &#039;&#039;&#039;Combat&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a robust, strategic fantasy combat system guided by a uniquely intuitive movement and initiative system - where the action and combat momentum is continuous &#039;&#039;and&#039;&#039; easy to follow! The intuitive system reduces the need for unnecessary rules and allows for a more immersive experience.&lt;br /&gt;
&lt;br /&gt;
* Every 10-second round of combat is divided into ten segments. During the round, each player can move their character on &#039;&#039;every&#039;&#039; segment, even when it&#039;s not their turn to attack or cast spells. This means every player has something to do on every segment, if they so choose. Best played out with miniatures, characters can move together in unison; separate from the main group; join the main group; flank a distracted enemy; countermove against an enemy that is trying to outflank them; form a shield-wall; open doors; climb; fight on tabletops; navigate around obstacles; corner an enemy; fight from a &#039;safe&#039; distance with a spear or polearm; hide behind allies to shoot an arrow or cast a spell; or just about anything players can think of in reaction to whatever unfolds. This ebb and flow of movement during combat is easy to follow as it plays out on the tabletop. This system rids for the need of clunky, non-immersive rules and feels less &#039;gamey&#039; and seems more &#039;natural&#039;. Even new players are typically more decisive and less likely to be struck with &amp;quot;decision paralysis&amp;quot;. At the same time, this movement system is quick and very easy!&lt;br /&gt;
&lt;br /&gt;
* Attacks: Attackers roll dice to attack.&lt;br /&gt;
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* Defense: Defenders roll dice to defend.&lt;br /&gt;
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* Attackers roll dice for damage if successfully striking.&lt;br /&gt;
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* Defenders roll dice for damage reduction awarded by their armor and magical protections.&lt;br /&gt;
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==[[S&amp;amp;S: Weapons | &#039;&#039;&#039;Weapons&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a system (including additional optional systems) where weapon choices are meaningful. &lt;br /&gt;
&lt;br /&gt;
* Shorter, faster weapons will improve chances to attack sooner but will typically score less damage.&lt;br /&gt;
&lt;br /&gt;
* Longer, slower weapon will impair chances to attack sooner but will typically score more damage.&lt;br /&gt;
&lt;br /&gt;
* Longer weapons, in general, will allow a wielder to strike an opponent with a shorter weapon &#039;&#039;immediately&#039;&#039; when making &#039;&#039;first&#039;&#039; contact.&lt;br /&gt;
&lt;br /&gt;
* Storm &amp;amp; Steel rules recognize the advantages and disadvantages of historical and fantasy weapon designs when used against different forms of armor (or lack thereof) and awards attractive bonuses and reasonable penalties for the use of each type of weapon. Even though there are many armor choices in Storm &amp;amp; Steel, the game only uses four major armor categories when dealing with weapon types versus armor types: As a result, weapon vs. armor bonuses are quick &amp;amp; easy to use.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Armor | &#039;&#039;&#039;Armor&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a great assortment of historical and fantasy armor types, each with their own numerical value that reduces damage scored against the wearer. While more protective heavy armor can reduce movement and defense bonuses due to weight and mobility considerations, the damage reduction may easily outweigh the risk of being struck more often. &lt;br /&gt;
&lt;br /&gt;
Shields in Storm &amp;amp; Steel offer defense bonuses based on their size and award some damage reduction. Metal shields in particular, being hard to pierce, award further bonuses versus ranged weapons. Metal shields, as well as larger shields, do however reduce movement distance per combat segment.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Powers | &#039;&#039;&#039;Powers&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Powers are magical abilities that often have similar effects to that of magic spells but often without the necessity of performing a full incantation to wield the power. Powers are typically used by adventuring classes and magical creatures or found in magical devices and treasures.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Spells | &#039;&#039;&#039;Spells&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Spells are typically activated by performing incantations and designed to release some form of magical energy or effect. Sometimes they are a form of magical super-science that follow certain laws of the magical universe, much like the laws of mundane science. Sometimes the spells were created by mighty supernatural beings and gods and left to be used for all-time to those that can understand and wield them. Some spells are granted directly by supernatural beings and gods, either with or without the necessity of worship or devotion. When worship is required, the magic spells are considered a truly divine form of magic.&lt;br /&gt;
&lt;br /&gt;
* In Storm &amp;amp; Steel, many creatures are not able to innately perform magic spells even if someone who trains others in the ways of magic is available. Magical power is something that one is either born with or granted by a master of magic who &#039;loans&#039; such power during an apprenticeship. When an apprenticeship is deemed over, the master may either permanently grant the apprentice the power or withhold such a boon.&lt;br /&gt;
&lt;br /&gt;
* The magical power needed to cast spells is a power that is found inside the body of one who has either inherited it from one or both parents - or given by a master (see above). The power found within is of a specific type, and by default, will not allow the creature to otherwise cast spells not associated with that specific type of magic. Thus, a spellcaster who, for example, manipulates Force Magic may not be able to wield magic fire nor create undead, etc. While many spellcasting classes may have similar spells, the effects may vary by class. A Force Master may have a stronger Force barrier that lasts longer than that of a Wizard who casts the same basic spell, for example.&lt;br /&gt;
&lt;br /&gt;
* The Storm &amp;amp; Steel magic system typically awards spellcasters pools of personal magic energy, usually in the form of Spell Points. Such pools of magical energy are totaled separately when more than one type of spellcasting is known.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: War Machines, Mounts, and Transports | &#039;&#039;&#039;War Machines, Mounts, and Transports&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
War machines, mounts, and transports can be found both in magical and mundane forms. They can be found as living, undead, and golem-like variants. Many specific examples are typically only found in certain parts of The World, produced by specific races, cultures, religions, factions, guilds, cities, or classes.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Treasures of the World | &#039;&#039;&#039;Treasures of the World&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Treasures great and small can be discovered, conquered, earned, or made!&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Enchanted Treasures and Creations of Power | &#039;&#039;&#039;Enchanted Treasures and Creations of Power&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Magical treasures, whether minor and mighty, are the creations of spellcasters, creatures, magical beings, and gods. Famed spellcasters, races, religions, countries, and cities often have their own magical specialties, often produced exclusively. Their secrets and magical resources are often zealously guarded!&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Dungeoneering and Wilderness Adventuring | &#039;&#039;&#039;Dungeoneering and Wilderness Adventuring&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel details dungeon encounters and trappings, as well as rules for dungeoneering and survival equipment for dungeon and overland adventures. Also provided are rulings to help easily track time and movement during adventures, whether a dungeon crawl or wilderness trek. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs | &#039;&#039;&#039;Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Encounters are the backbone of a robust adventuring world. Storm &amp;amp; Steel details common and rare creatures of all levels of danger and adventure.  &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: The World | &#039;&#039;&#039;The World&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
While Storm &amp;amp; Steel is easily adapted to any fantasy world, it has its own world rich with life and magic! In it, great empires hammer and claw each other, while multitudes of kingdoms and magic realms feud. Unique varieties of the races of humans exist in sprawling, breathtaking realms, replete with their own distinctive and unrivaled architecture, magical innovations, and weapons of war. Powerful elven kingdoms heartily resist the changing world while dwarves thrive in their mountain citadels of stone and iron and underground civilizations, eagerly battling giants, dragons, and monstrous armies in unending wars. Mighty and old civilizations of both the living and the undead are endlessly at destructive odds. Great swaths of twisted living lands ooze and writhe as supernatural, wicked terrors issue forth from living chasms and hopelessly deep shifting caverns. Dragons and Draconians control vast lands of sprawling empires. Titans and Colossi thunder across distant lands, adversaries to the draconic empires. The rotting dead Colossi, seemingly disinterested with the rest of the world, guard long dead ancient civilizations and places of great power where only the mightiest of heroes and beings would dare venture. Throughout the world, the gods and other powerful divine and supernatural beings dwell, directly influencing those they seek to rule and those they seek to ruin!&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: The Divinity and Other Great Powers | &#039;&#039;&#039;The Divinity and Other Great Powers&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
In the World of Storm &amp;amp; Steel, many divine beings, gods and god-like beings of great power dwell among mortals! These mighty beings can be found all over the world. Some are hidden or secluded, while others exist in plain sight of both worshippers and enemies!&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Dice Conventions | &#039;&#039;&#039;Dice Conventions&#039;&#039;&#039;]]==&lt;br /&gt;
The Storm &amp;amp; Steel game system contains ranges of random numbers that typically must be generated by die rolls. In some cases, the choice of dice to generate the random number range may not be obvious. This section seeks to demystify how to generate such die rolls.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Combat&amp;diff=2286</id>
		<title>S&amp;S: Combat</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Combat&amp;diff=2286"/>
		<updated>2026-10-05T05:18:17Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[S&amp;amp;S: Time in Combat | &#039;&#039;&#039;TIME IN COMBAT:&#039;&#039;&#039;]]==&lt;br /&gt;
* A round of combat is &#039;&#039;&#039;10 seconds&#039;&#039;&#039; of time in the game world.&lt;br /&gt;
* A round is divided into &#039;&#039;&#039;10 &#039;&#039;segments&#039;&#039;&#039;&#039;&#039;, with each segment being only &#039;&#039;&#039;1 second long&#039;&#039;&#039;.&lt;br /&gt;
* Segments occur in order: with &amp;quot;segment one&amp;quot; occurring first and &amp;quot;segment ten&amp;quot; occurring last.&lt;br /&gt;
==[[S&amp;amp;S: Grid Scale | &#039;&#039;&#039;GRID SCALE&#039;&#039;&#039;]]==&lt;br /&gt;
While Storm &amp;amp; Steel can be played without a tabletop grid and miniatures, it does rely somewhat heavily upon their use. 1&amp;quot; grids are recommended for a playing surface. Each 1&amp;quot; square represents a number of feet in the game. Storm &amp;amp; Steel uses three scales:&lt;br /&gt;
* &#039;&#039;&#039;1&amp;quot; = 3-1/3&#039;:&#039;&#039;&#039; Every 3 squares are equal to 10&#039; This is the default suggested ground scale, as this allows three human-sized miniatures to easily stand and fight abreast in a 10&#039; wide dungeon hall.&lt;br /&gt;
* &#039;&#039;&#039;1&amp;quot; = 5&#039;:&#039;&#039;&#039; When space is at a premium on the tabletop, this scale can help. However, this can cause a lot of clutter if three human-sized miniatures are standing abreast in a 10&#039; wide dungeon hall.&lt;br /&gt;
* &#039;&#039;&#039;1&amp;quot; = 10&#039;:&#039;&#039;&#039; Great for outdoor scenes, particularly if miniatures of a smaller scale are available.&lt;br /&gt;
Note that most gaming miniatures do not fall into the 1&amp;quot;=3-1/3&#039; scale and will generally be smaller than this ground scale. This is helpful in that it allows miniatures with wide bases and set in exaggerated poses to fit fairly well together.&lt;br /&gt;
==[[S&amp;amp;S: Character Space | &#039;&#039;&#039;CHARACTER SPACE&#039;&#039;&#039;]]==&lt;br /&gt;
&#039;&#039;&#039;GROUND SPACE:&#039;&#039;&#039; All characters are assumed to occupy an approximated amount of floor space during combat. Below is a quick list of the typical minimum amount of ground space characters will take up during a fight. This is the general area that the character moves around in. The spaces can be imagined as a square or a circle. Characters that are exceptionally large or small might increase or decrease the listed area by 1/2&#039;. Females and young of most races often have smaller frames and would generally subtract 1/2&#039;. The specific spaces will be listed in racial descriptions. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Humans:&#039;&#039;&#039; = 3&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Elves:&#039;&#039;&#039; = 2-1/2&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039; = 2-1/2&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gnomes:&#039;&#039;&#039; = 2&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Halflings:&#039;&#039;&#039; = 2&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
* Characters can reduce their space by 1&#039; to make room for fellow adventurers to allow them to pass by them or stand closer in tight spaces. Characters generally &#039;&#039;cannot&#039;&#039; pass through the same space as another without some sort of contested die rolls.&lt;br /&gt;
* A GameMaster may rule that certain well-practiced adventurers might be able reduce the amount of space that they occupy by 1/2&#039; when fighting alongside each other. &lt;br /&gt;
* Looking at the list above, a reader can easily see how many characters may stand and potentially fight abreast in a 10&#039; dungeon hall: Humans = 3; Elves = 4; Dwarves = 4; Gnomes = 5; and Halflings = 5.&lt;br /&gt;
&#039;&#039;&#039;CHARACTER VERTICAL SPACE:&#039;&#039;&#039;&lt;br /&gt;
* The vertical space of a character is typically their height plus 1/3 of their height.&lt;br /&gt;
&#039;&#039;&#039;CHARACTER SPACE AND WEAPON LENGTH:&#039;&#039;&#039; &lt;br /&gt;
* The length of a melee weapon is used to represent the nominal striking range of a weapon during combat (not the extremes). &lt;br /&gt;
* The range of the melee weapon typically &#039;&#039;&#039;starts&#039;&#039;&#039; at the frontal facing area of a character&#039;s space; or 1/3 above their height; or at foot level when facing down (as if striking downward from a ledge while standing).&lt;br /&gt;
* The range of the melee weapon typically &#039;&#039;&#039;ends&#039;&#039;&#039; at the weapon&#039;s length away from the starting area of character&#039;s space.&lt;br /&gt;
* A character&#039;s weapon may be used to strike at something within their own character space, such as a snake, faerie or grappled creature.&lt;br /&gt;
&#039;&#039;&#039;CHARACTER SPACE AND REACHING AN ENEMY:&#039;&#039;&#039;&lt;br /&gt;
* The nominal distance between two fighting opponents is &#039;&#039;&#039;equal to the length of the shortest weapon&#039;&#039;&#039; that &#039;&#039;either&#039;&#039; combatant is using.&lt;br /&gt;
* If a character is trying to reach an enemy with an ally in front of that character (i.e. fighting from the 2nd rank), the character must have a weapon that is at least as long as the ally&#039;s &#039;&#039;&#039;character space&#039;&#039;&#039; PLUS the &#039;&#039;&#039;shortest weapon length&#039;&#039;&#039; between the ally and the enemy.  &lt;br /&gt;
==[[S&amp;amp;S: Movement | &#039;&#039;&#039;MOVEMENT:&#039;&#039;&#039;]]==&lt;br /&gt;
&#039;&#039;&#039;INDIVIDUAL MOVEMENT RATE AND FACTORS:&#039;&#039;&#039;&lt;br /&gt;
* Characters are assigned a base movement rate as a result of the race that was chosen for the character.&lt;br /&gt;
* Movement rates are adjusted down by armor, shields, and encumbrance due to other items carried.&lt;br /&gt;
* All characters may move up to a specified distance per segment, based on their individual movement rate.&lt;br /&gt;
* &#039;&#039;&#039;All characters may move on every segment&#039;&#039;&#039; (see exception immediately below).&lt;br /&gt;
* Characters whose group loses the group initiative roll may not move on segment one, unless they were running/charging on the last segment of the previous round.&lt;br /&gt;
* Characters may move up to a distance equal to their &#039;&#039;&#039;NORMAL&#039;&#039;&#039; distance or their &#039;&#039;&#039;CHARGE&#039;&#039;&#039; distance. &lt;br /&gt;
&#039;&#039;&#039;NORMAL Movement:&#039;&#039;&#039; &lt;br /&gt;
* Normal movement is movement that is relatively easy to perform without compromising defense during combat.&lt;br /&gt;
* No bonuses or penalties of any kind are given for performing normal movement. &lt;br /&gt;
* Spellcasters can typically only move up to one stride (3-1/3&#039;) per segment when casting spells.&lt;br /&gt;
* Movement backwards is typically one stride per segment.&lt;br /&gt;
&#039;&#039;&#039;CHARGE (RUNNING) Movement:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Charging is a risky and somewhat reckless form of aggressive movement and attack that uses speed and power to attempt to overwhelm an opponent. It can involve making heavy bodily contact in order to knock an opponent off balance and expose them to the attack; or moving at fast speeds to cause an opponent to misjudge their timing during their defense; or a charger placing themself completely behind their weapon for greater thrusting power; or leaping in the air and descending upon their opponent with their weapon overhead; or running alongside an opponent using the momentum of their running-swing for impetus; or several combinations of the above!&lt;br /&gt;
* Typically done when &#039;&#039;not&#039;&#039; already defending from - or striking at - an opponent. &lt;br /&gt;
* &#039;&#039;&#039;If charging at another while already engaged&#039;&#039;&#039;, any aware enemies (obviously aware or that make perception roll) that have direct and relatively easy access to the charging character - and is within striking range - may make an [[S&amp;amp;S: Attack of Opportunity | attack of opportunity]] or resolve their next attack of the round on the charging character, assuming they have any more attacks available.&lt;br /&gt;
CHARGING DISTANCES UP TO 10&#039;:&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+2 to hit and damage&#039;&#039;&#039;.&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+2 to push back opponents&#039;&#039;&#039;.&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+2 to knock down opponents&#039;&#039;&#039;.&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+2 when contending for a space.&#039;&#039;&#039;&lt;br /&gt;
CHARGING DISTANCES OVER 10&#039;:&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+4 to hit and damage&#039;&#039;&#039;.&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+4 to push back opponents&#039;&#039;&#039;.&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+4 to push back opponents&#039;&#039;&#039;.&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+4 when contending for a space.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;CHARGING AND INITIATIVE:&#039;&#039;&#039;&lt;br /&gt;
* A charging character resolves their attack &#039;&#039;on the same segment&#039;&#039; that their weapon comes within striking range of their target, even if their normal initiative segment for that weapon is later in the round.&lt;br /&gt;
* A charging character resolves only one available attack on the segment they are making a charging attack, even if they have several attacks per round or segment. &#039;&#039;&#039;If more than one weapon is being wielded at the same time during a charge&#039;&#039;&#039;, the other weapons may be used on the same segment (penalties for using more than one weapon at a time applies).&lt;br /&gt;
&#039;&#039;&#039;CHARGING AND WEAPON LENGTH:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;If any nearby defenders have weapons of greater length than the charging character&#039;&#039;&#039; and the charger is within striking range, they may use an attack of opportunity or resolve an available attack against the charger - on the same segment their weapon comes within striking range, even if their attack was slated to come later in the round.&lt;br /&gt;
* &#039;&#039;&#039;Charging characters strike simultaneously with defenders that have longer weapons than the charger&#039;&#039;&#039;, even if the charging character is struck unconscious. &lt;br /&gt;
-GameMasters may create their own rulings in regard to what the maximum difference in weapon lengths can be, when deciding if a character that is doomed to go unconscious can still strike against defenders with longer weapons. Suggestion: Being within one stride might be sufficient - possibly two - if the charger successfully &amp;quot;contends for a space&amp;quot;. In any event, a character who is slain under similar circumstances will not be able to complete the charging attack.&lt;br /&gt;
&#039;&#039;&#039;CHARGING PENALTIES and RISKS:&#039;&#039;&#039;&lt;br /&gt;
* Charging penalizes the charger by &#039;&#039;&#039;reducing their defense bonuses by half&#039;&#039;&#039; or by -2 (whichever is worse). Defense bonuses for spells are unaffected.&lt;br /&gt;
* If a defender braces a spear-like weapon on the ground to receive a charging attack and successfully strikes the charger, the charger takes double damage (including all damage bonuses).&lt;br /&gt;
* If an enemy attempts to trip a charging enemy, the saving throw to avoid falling is at -2 for charging distances up to 10&#039; and -4 for charging distances over 10&#039;, which incidentally, is equal the charging bonus. &lt;br /&gt;
&#039;&#039;&#039;Running backwards&#039;&#039;&#039; is typically 2 strides (6-2/3&#039;) per segment, but subject to actual movement rate.&lt;br /&gt;
&#039;&#039;&#039;NOTES:&#039;&#039;&#039; &lt;br /&gt;
* Charging may continue from one segment to the next - and from one round to the next. So, even though a charging character may only be moving 5&#039; on the current segment, they may be treated as if charging &#039;&#039;over&#039;&#039; 10&#039; if they were continuing a 20&#039; charge from the previous segment - or even the previous round. &amp;lt;br&amp;gt;&lt;br /&gt;
* Charging characters may not normally engage in attacks of opportunity on the way to the target. They may treat the charging attack as a free attack of opportunity if the opponent has their back toward them, thus, saving an attack for later.&lt;br /&gt;
==[[S&amp;amp;S: Initiative Segment | &#039;&#039;&#039;INITIATIVE SEGMENT:&#039;&#039;&#039;]]==&lt;br /&gt;
==[[S&amp;amp;S: Group Initiative Roll | &#039;&#039;&#039;GROUP INITIATIVE ROLL&#039;&#039;&#039;]]==&lt;br /&gt;
&#039;&#039;&#039;STARTING COMBAT:&#039;&#039;&#039; When a combat round begins, each side (the GameMaster and the players) must roll a d6 to determine how quickly their characters generally act. The side that rolls the highest, wins; and the side that rolls the lowest, loses. If the same number is rolled on both sides, it&#039;s considered a tie. The results are the following:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WIN = Attacks and spells occur 1 SEGMENT SOONER&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOSE = Attacks and spells occur 1 SEGMENT LATER&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TIE = NO CHANGE on default segments.&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MOVEMENT AND LOSING INITIATIVE:&#039;&#039;&#039; Whichever side lost the group initiative roll may not move their characters on segment one, unless they were already running/charging on the last segment (10) of the previous round. However, those running/charging characters on the losing side may only move at the &#039;&#039;&#039;NORMAL&#039;&#039;&#039; during segment one (not the &#039;&#039;&#039;CHARGE&#039;&#039;&#039; movement rate). This ruling may apply to certain flying (but not hovering) characters, as well.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Combat&amp;diff=2285</id>
		<title>S&amp;S: Combat</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Combat&amp;diff=2285"/>
		<updated>2026-10-04T09:57:23Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[S&amp;amp;S: Time in Combat | &#039;&#039;&#039;TIME IN COMBAT:&#039;&#039;&#039;]]==&lt;br /&gt;
* A round of combat is &#039;&#039;&#039;10 seconds&#039;&#039;&#039; of time in the game world.&lt;br /&gt;
* A round is divided into &#039;&#039;&#039;10 &#039;&#039;segments&#039;&#039;&#039;&#039;&#039;, with each segment being only &#039;&#039;&#039;1 second long&#039;&#039;&#039;.&lt;br /&gt;
* Segments occur in order: with &amp;quot;segment one&amp;quot; occurring first and &amp;quot;segment ten&amp;quot; occurring last.&lt;br /&gt;
==[[S&amp;amp;S: Grid Scale | &#039;&#039;&#039;GRID SCALE&#039;&#039;&#039;]]==&lt;br /&gt;
While Storm &amp;amp; Steel can be played without a tabletop grid and miniatures, it does rely somewhat heavily upon their use. 1&amp;quot; grids are recommended for a playing surface. Each 1&amp;quot; square represents a number of feet in the game. Storm &amp;amp; Steel uses three scales:&lt;br /&gt;
* &#039;&#039;&#039;1&amp;quot; = 3-1/3&#039;:&#039;&#039;&#039; Every 3 squares are equal to 10&#039; This is the default suggested ground scale, as this allows three human-sized miniatures to easily stand and fight abreast in a 10&#039; wide dungeon hall.&lt;br /&gt;
* &#039;&#039;&#039;1&amp;quot; = 5&#039;:&#039;&#039;&#039; When space is at a premium on the tabletop, this scale can help. However, this can cause a lot of clutter if three human-sized miniatures are standing abreast in a 10&#039; wide dungeon hall.&lt;br /&gt;
* &#039;&#039;&#039;1&amp;quot; = 10&#039;:&#039;&#039;&#039; Great for outdoor scenes, particularly if miniatures of a smaller scale are available.&lt;br /&gt;
==[[S&amp;amp;S: Character Space | &#039;&#039;&#039;CHARACTER SPACE&#039;&#039;&#039;]]==&lt;br /&gt;
Characters, being of various sizes are assumed to occupy a certain minimum amount of floor space during combat. Characters will typically fall under the common size occupancy of their race, however, some exceptions may apply, such as exceptionally large or small characters within their own race. The list below represents the default nominal sizes of some of the typical examples of the sizes of the various races. Characters that are either larger or smaller may increase or decrease the listed size by 1/2&#039;. Prime examples of such exceptions are characters that might have smaller frames, such as females. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Humans:&#039;&#039;&#039; = 3&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Elves:&#039;&#039;&#039; = 2-1/2&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dwarves:&#039;&#039;&#039; = 2-1/2&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gnomes:&#039;&#039;&#039; = 2&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Halflings:&#039;&#039;&#039; = 2&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
* Characters can make room for fellow adventurers to allow them to pass by them or stand next to them in tight spaces, and can effectively temporarily reduce their occupied space by 1&#039;. In very tight situations, characters &#039;&#039;cannot&#039;&#039; pass through the same space as another.&lt;br /&gt;
* A GameMaster may rule that certain highly trained and coordinated adventurers might be able reduce the amount of space that they occupy when fighting alongside each other by 1/2&#039;.&lt;br /&gt;
* Looking at the list above, a reader can easily see how many characters may stand and potentially fight abreast in a 10&#039; dungeon hall: Humans = 3; Elves = 4; Dwarves = 4; Gnomes = 5; and Halflings = 5.&lt;br /&gt;
==[[S&amp;amp;S: Movement | &#039;&#039;&#039;MOVEMENT:&#039;&#039;&#039;]]==&lt;br /&gt;
&#039;&#039;&#039;INDIVIDUAL MOVEMENT RATE AND FACTORS:&#039;&#039;&#039;&lt;br /&gt;
* Characters are assigned a base movement rate as a result of the race that was chosen for the character.&lt;br /&gt;
* Movement rates are adjusted down by armor, shields, and encumbrance due to other items carried.&lt;br /&gt;
* All characters may move up to a specified distance per segment, based on their individual movement rate.&lt;br /&gt;
* &#039;&#039;&#039;All characters may move on every segment&#039;&#039;&#039; (see exception immediately below).&lt;br /&gt;
* Characters whose group loses the group initiative roll may not move on segment one, unless they were running/charging on the last segment of the previous round.&lt;br /&gt;
* Characters may move up to a distance equal to their &#039;&#039;&#039;NORMAL&#039;&#039;&#039; distance or their &#039;&#039;&#039;CHARGE&#039;&#039;&#039; distance. &lt;br /&gt;
&#039;&#039;&#039;NORMAL Movement:&#039;&#039;&#039; &lt;br /&gt;
* Normal movement is movement that is relatively easy to perform without compromising defense during combat.&lt;br /&gt;
* No bonuses or penalties of any kind are given for performing normal movement. &lt;br /&gt;
* Spellcasters can typically only move up to one stride (3-1/3&#039;) per segment when casting spells.&lt;br /&gt;
* Movement backwards is typically one stride per segment.&lt;br /&gt;
&#039;&#039;&#039;CHARGE (RUNNING) Movement:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Charging is a risky and somewhat reckless form of aggressive movement and attack that uses speed and power to attempt to overwhelm an opponent. It can involve making heavy bodily contact in order to knock an opponent off balance and expose them to the attack; or moving at fast speeds to cause an opponent to misjudge their timing during their defense; or a charger placing themself completely behind their weapon for greater thrusting power; or leaping in the air and descending upon their opponent with their weapon overhead; or running alongside an opponent using the momentum of their running-swing for impetus; or several combinations of the above!&lt;br /&gt;
* Typically done when &#039;&#039;not&#039;&#039; already defending from - or striking at - an opponent. &lt;br /&gt;
* &#039;&#039;&#039;If charging at another while already engaged&#039;&#039;&#039;, any aware enemies (obviously aware or that make perception roll) that have direct and relatively easy access to the charging character - and is within striking range - may make an [[S&amp;amp;S: Attack of Opportunity | attack of opportunity]] or resolve their next attack of the round on the charging character, assuming they have any more attacks available.&lt;br /&gt;
CHARGING DISTANCES UP TO 10&#039;:&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+2 to hit and damage&#039;&#039;&#039;.&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+2 to push back opponents&#039;&#039;&#039;.&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+2 to knock down opponents&#039;&#039;&#039;.&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+2 when contending for a space.&#039;&#039;&#039;&lt;br /&gt;
CHARGING DISTANCES OVER 10&#039;:&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+4 to hit and damage&#039;&#039;&#039;.&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+4 to push back opponents&#039;&#039;&#039;.&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+4 to push back opponents&#039;&#039;&#039;.&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+4 when contending for a space.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;CHARGING AND INITIATIVE:&#039;&#039;&#039;&lt;br /&gt;
* A charging character resolves their attack &#039;&#039;on the same segment&#039;&#039; that their weapon comes within striking range of their target, even if their normal initiative segment for that weapon is later in the round.&lt;br /&gt;
* A charging character resolves only one available attack on the segment they are making a charging attack, even if they have several attacks per round or segment. &#039;&#039;&#039;If more than one weapon is being wielded at the same time during a charge&#039;&#039;&#039;, the other weapons may be used on the same segment (penalties for using more than one weapon at a time applies).&lt;br /&gt;
&#039;&#039;&#039;CHARGING AND WEAPON LENGTH:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;If any nearby defenders have weapons of greater length than the charging character&#039;&#039;&#039; and the charger is within striking range, they may use an attack of opportunity or resolve an available attack against the charger - on the same segment their weapon comes within striking range, even if their attack was slated to come later in the round.&lt;br /&gt;
* &#039;&#039;&#039;Charging characters strike simultaneously with defenders that have longer weapons than the charger&#039;&#039;&#039;, even if the charging character is struck unconscious. &lt;br /&gt;
-GameMasters may create their own rulings in regard to what the maximum difference in weapon lengths can be, when deciding if a character that is doomed to go unconscious can still strike against defenders with longer weapons. Suggestion: Being within one stride might be sufficient - possibly two - if the charger successfully &amp;quot;contends for a space&amp;quot;. In any event, a character who is slain under similar circumstances will not be able to complete the charging attack.&lt;br /&gt;
&#039;&#039;&#039;CHARGING PENALTIES and RISKS:&#039;&#039;&#039;&lt;br /&gt;
* Charging penalizes the charger by &#039;&#039;&#039;reducing their defense bonuses by half&#039;&#039;&#039; or by -2 (whichever is worse). Defense bonuses for spells are unaffected.&lt;br /&gt;
* If a defender braces a spear-like weapon on the ground to receive a charging attack and successfully strikes the charger, the charger takes double damage (including all damage bonuses).&lt;br /&gt;
* If an enemy attempts to trip a charging enemy, the saving throw to avoid falling is at -2 for charging distances up to 10&#039; and -4 for charging distances over 10&#039;, which incidentally, is equal the charging bonus. &lt;br /&gt;
&#039;&#039;&#039;Running backwards&#039;&#039;&#039; is typically 2 strides (6-2/3&#039;) per segment, but subject to actual movement rate.&lt;br /&gt;
&#039;&#039;&#039;NOTES:&#039;&#039;&#039; &lt;br /&gt;
* Charging may continue from one segment to the next - and from one round to the next. So, even though a charging character may only be moving 5&#039; on the current segment, they may be treated as if charging &#039;&#039;over&#039;&#039; 10&#039; if they were continuing a 20&#039; charge from the previous segment - or even the previous round. &amp;lt;br&amp;gt;&lt;br /&gt;
* Charging characters may not normally engage in attacks of opportunity on the way to the target. They may treat the charging attack as a free attack of opportunity if the opponent has their back toward them, thus, saving an attack for later.&lt;br /&gt;
==[[S&amp;amp;S: Initiative Segment | &#039;&#039;&#039;INITIATIVE SEGMENT:&#039;&#039;&#039;]]==&lt;br /&gt;
==[[S&amp;amp;S: Group Initiative Roll | &#039;&#039;&#039;GROUP INITIATIVE ROLL&#039;&#039;&#039;]]==&lt;br /&gt;
&#039;&#039;&#039;STARTING COMBAT:&#039;&#039;&#039; When a combat round begins, each side (the GameMaster and the players) must roll a d6 to determine how quickly their characters generally act. The side that rolls the highest, wins; and the side that rolls the lowest, loses. If the same number is rolled on both sides, it&#039;s considered a tie. The results are the following:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WIN = Weapon attacks and spells occur 1 SEGMENT SOONER&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LOSE = Weapon attacks and spells occur 1 SEGMENT LATER&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;TIE = NO CHANGE on default segments. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MOVEMENT AND LOSING INITIATIVE:&#039;&#039;&#039; Whichever side lost the group initiative roll may not move their characters on segment one, unless a character was running/charging on the last segment (10) of the previous round. However, running/charging characters on the losing side may only move at the &#039;&#039;&#039;NORMAL&#039;&#039;&#039; movement rate on segment one and not the &#039;&#039;&#039;CHARGE&#039;&#039;&#039; movement rate, since they are assumed to already be at least somewhat in motion. This ruling may apply to certain flying (but not hovering) characters, as well.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Combat&amp;diff=2284</id>
		<title>S&amp;S: Combat</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Combat&amp;diff=2284"/>
		<updated>2026-10-04T06:03:34Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: Created page with &amp;quot;== &amp;#039;&amp;#039;&amp;#039;TIME IN COMBAT:&amp;#039;&amp;#039;&amp;#039;== * A round of combat is &amp;#039;&amp;#039;&amp;#039;10 seconds&amp;#039;&amp;#039;&amp;#039; of time in the game world. * A round is divided into &amp;#039;&amp;#039;&amp;#039;10 &amp;#039;&amp;#039;segments&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;, with each segment being only &amp;#039;&amp;#039;&amp;#039;1 second long&amp;#039;&amp;#039;&amp;#039;. * Segments occur in order: with &amp;quot;segment one&amp;quot; occurring first and &amp;quot;segment ten&amp;quot; occurring last. == &amp;#039;&amp;#039;&amp;#039;MOVEMENT:&amp;#039;&amp;#039;&amp;#039;== * All characters may move up to a specified distance per segment, based on their individual movement rate.  * Characters...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[S&amp;amp;S: Time in Combat | &#039;&#039;&#039;TIME IN COMBAT:&#039;&#039;&#039;]]==&lt;br /&gt;
* A round of combat is &#039;&#039;&#039;10 seconds&#039;&#039;&#039; of time in the game world.&lt;br /&gt;
* A round is divided into &#039;&#039;&#039;10 &#039;&#039;segments&#039;&#039;&#039;&#039;&#039;, with each segment being only &#039;&#039;&#039;1 second long&#039;&#039;&#039;.&lt;br /&gt;
* Segments occur in order: with &amp;quot;segment one&amp;quot; occurring first and &amp;quot;segment ten&amp;quot; occurring last.&lt;br /&gt;
==[[S&amp;amp;S: Movement | &#039;&#039;&#039;MOVEMENT:&#039;&#039;&#039;]]==&lt;br /&gt;
* All characters may move up to a specified distance per segment, based on their individual movement rate. &lt;br /&gt;
* Characters may move up to a distance equal to their &#039;&#039;&#039;NORMAL&#039;&#039;&#039; distance or their &#039;&#039;&#039;CHARGE&#039;&#039;&#039; distance. &lt;br /&gt;
&#039;&#039;&#039;Normal Movement:&#039;&#039;&#039; &lt;br /&gt;
* Movement that is relatively easy to perform without overshooting or compromising defense.&lt;br /&gt;
* No bonuses or penalties are given for normal movement. &lt;br /&gt;
&#039;&#039;&#039;Charge Movement:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Charging is a risky and somewhat reckless form of aggressive movement and attack that uses speed and power to attempt to overwhelm an opponent. It can involve making heavy bodily contact in order to knock an opponent off balance and expose them to the attack; or moving at fast speeds to cause an opponent to misjudge their timing during their defense; or a charger placing themself completely behind their weapon for greater thrusting power; or leaping in the air and descending upon their opponent with their weapon overhead; or running alongside an opponent using the momentum of their running-swing for impetus; or several combinations of the above!&lt;br /&gt;
* Typically done when &#039;&#039;not&#039;&#039; already defending from - or striking at - an opponent. &lt;br /&gt;
* &#039;&#039;&#039;If charging at another while already engaged&#039;&#039;&#039;, any aware enemies (obviously aware or that make perception roll) that have direct and relatively easy access to the charging character - and is within striking range - may make an [[S&amp;amp;S: Attack of Opportunity | attack of opportunity]] or resolve their next attack of the round on the charging character, assuming they have any more attacks available.&lt;br /&gt;
CHARGING DISTANCES UP TO 10&#039;:&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+2 to hit and damage&#039;&#039;&#039;.&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+2 to push back opponents&#039;&#039;&#039;.&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+2 to knock down opponents&#039;&#039;&#039;.&lt;br /&gt;
CHARGING DISTANCES OVER 10&#039;:&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+4 to hit and damage&#039;&#039;&#039;.&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+4 to push back opponents&#039;&#039;&#039;.&lt;br /&gt;
* Awards the charger &#039;&#039;&#039;+4 to push back opponents&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;CHARGING AND INITIATIVE:&#039;&#039;&#039;&lt;br /&gt;
* A charging character resolves only one available attack when their weapon is within striking range of a defender, even if they have several attacks per round or segment. If more than one weapon is being wielded, the other weapons may be used at the same time (penalties for using more than one weapon at a time applies).&lt;br /&gt;
&#039;&#039;&#039;CHARGING PENALTIES and RISKS:&#039;&#039;&#039;&lt;br /&gt;
* Charging penalizes the charger by &#039;&#039;&#039;reducing their defense bonuses by half&#039;&#039;&#039; or by -2 (whichever is worse). Defense bonuses for spells are unaffected.&lt;br /&gt;
* If a defender braces a spear-like weapon on the ground to receive a charging attack and successfully strikes the charger, the charger takes double damage (including all damage bonuses).&lt;br /&gt;
* If an enemy attempts to trip a charging enemy, the saving throw to avoid falling is at -2 for charging distances up to 10&#039; and -4 for charging distances over 10&#039;, which incidentally, is equal the charging bonus. &lt;br /&gt;
&#039;&#039;&#039;NOTES:&#039;&#039;&#039; &lt;br /&gt;
* Charging may continue from one segment to the next - and from one round to the next. So, even though a charging character may only be moving 5&#039; on the current segment, they may be treated as if charging &#039;&#039;over&#039;&#039; 10&#039; if they were continuing a 20&#039; charge from the previous segment. &amp;lt;br&amp;gt;&lt;br /&gt;
* Charging characters may not normally engage in attacks of opportunity on the way to the target. They may treat the charging attack as a free attack of opportunity if the opponent has their back toward them, thus, saving an attack for later.&lt;br /&gt;
==[[S&amp;amp;S: Initiative Segment | &#039;&#039;&#039;INITIATIVE SEGMENT:&#039;&#039;&#039;]]==&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2283</id>
		<title>Storm &amp; Steel</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2283"/>
		<updated>2026-10-02T04:45:06Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt; The new roleplaying system and world created by genius artist Steven Hill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:24pt&amp;quot;&amp;gt;Storm &amp;amp; Steel&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel is a medieval fantasy adventure roleplaying game system where players create custom characters that can master magic and combat to make their way through a dangerous world filled with monstrosities, supernatural perils, and deadly combatants. While many of its elements are both familiar and unique to fantasy roleplaying, its robust combat system is new and intuitive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use this Wiki:&#039;&#039;&#039;&lt;br /&gt;
Many entries are populated on a &amp;quot;Contents&amp;quot; list seen in a block at the left, such as seen immediately beneath this section. Clicking on a subject in the contents block will automatically scroll you down the page to a corresponding entry with a title in large print. The title in large print is a clickable link that will direct you to a separate page with more specific information and perhaps additional important links.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: The Persona | &#039;&#039;&#039;The Persona&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
The persona is what the world sees - and does not see - as a player controls their character. It is more than the sum of their attributes, powers, abilities, possessions, and other character defining things: it is their personality, traits, quirks, goals, drive, and personal choices that truly define the character. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Character Creation | &#039;&#039;&#039;Character Creation&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Character creation is a cooperative creative process done together with both the guidance of the GameMaster and the Player to bring the necessary pieces of the character together. While a self-guided process will be provided for players to design characters, a hands-on approach by GameMasters is &#039;&#039;more&#039;&#039; desirable to ensure a better fit into the GameMaster&#039;s customized milieu. A set of [[character sheets | character sheets]] will be provided along with the steps needed to fill them.&lt;br /&gt;
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==[[S&amp;amp;S: The Ability Scores | &#039;&#039;&#039;The Ability Scores&#039;&#039;&#039;]]==&lt;br /&gt;
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A character&#039;s physical and mental attributes are numerically defined by seven ability scores determined by random die rolls adjusted by modifiers from race, class, occupations, etc. The value of each ability score represents the &#039;&#039;actual&#039;&#039; bonus or penalty awarded for the attribute. The scores (-1, 0, +1, +2, etc.) are recorded in required places on [[character sheets | character sheets]] throughout the character making process.&lt;br /&gt;
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==[[S&amp;amp;S: Races | &#039;&#039;&#039;Races&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and familiar playable fantasy races that can be chosen by players. However, the GameMaster may adjust the choices that are available to fit their particular milieu. Many races have special abilities and modifiers to physical and mental attributes. Each available choice can be a unique roleplaying experience.&lt;br /&gt;
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==[[S&amp;amp;S: Classes | &#039;&#039;&#039;Classes&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and common playable fantasy classes that can be chosen by players. However, much like with the races, the Gamemaster may decide which ones are available within their particular milieu. &lt;br /&gt;
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==[[Occupations, Heritage, and Culture | &#039;&#039;&#039;Occupations, Heritage, and Culture&#039;&#039;&#039;]]==&lt;br /&gt;
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Occupations, Heritage, and Culture are character defining details in Storm &amp;amp; Steel. They often offer advantages (and sometimes restrictions, in the cases of some Heritage and Culture options) based on a character&#039;s background. They can be selected or rolled randomly. A GameMaster&#039;s milieu may determine where such background options are available.&lt;br /&gt;
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==[[S&amp;amp;S: Skills | &#039;&#039;&#039;Skills&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel offers a great number of skills that are typically not directly related to combat. These are often garnered from classes, race, occupations, heritage, culture, background, and the general imagination of the player. &lt;br /&gt;
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* Storm &amp;amp; Steel generally offers skills &#039;&#039;freely&#039;&#039;, where proper, but allows the possibility of gaining skills not associated with class, race occupation, heritage, culture, or background. This can only happen if the desired skills are deemed available by the GameMaster and the appropriate skill points are spent. Skill points that not spent for adding unassociated skills can be used to bolster character skills. &lt;br /&gt;
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* A complete skill point system is offered for GameMasters who prefer a &amp;quot;hands-off&amp;quot; approach to skill determination.&lt;br /&gt;
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==[[S&amp;amp;S: Combat | &#039;&#039;&#039;Combat&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel offers a robust, strategic fantasy combat system guided by a uniquely intuitive movement and initiative system - where the action and combat momentum is continuous &#039;&#039;and&#039;&#039; easy to follow! The intuitive system reduces the need for unnecessary rules and allows for a more immersive experience.&lt;br /&gt;
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* Every 10-second round of combat is divided into ten segments. During the round, each player can move their character on &#039;&#039;every&#039;&#039; segment, even when it&#039;s not their turn to attack or cast spells. This means every player has something to do on every segment, if they so choose. Best played out with miniatures, characters can move together in unison; separate from the main group; join the main group; flank a distracted enemy; countermove against an enemy that is trying to outflank them; form a shield-wall; open doors; climb; fight on tabletops; navigate around obstacles; corner an enemy; fight from a &#039;safe&#039; distance with a spear or polearm; hide behind allies to shoot an arrow or cast a spell; or just about anything players can think of in reaction to whatever unfolds. This ebb and flow of movement during combat is easy to follow as it plays out on the tabletop. This system rids for the need of clunky, non-immersive rules and feels less &#039;gamey&#039; and seems more &#039;natural&#039;. Even new players are typically more decisive and less likely to be struck with &amp;quot;decision paralysis&amp;quot;. At the same time, this movement system is quick and very easy!&lt;br /&gt;
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* Attacks: Attackers roll dice to attack.&lt;br /&gt;
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* Defense: Defenders roll dice to defend.&lt;br /&gt;
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* Attackers roll dice for damage if successfully striking.&lt;br /&gt;
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* Defenders roll dice for damage reduction awarded by their armor and magical protections.&lt;br /&gt;
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==[[S&amp;amp;S: Weapons | &#039;&#039;&#039;Weapons&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel offers a system (including additional optional systems) where weapon choices are meaningful. &lt;br /&gt;
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* Shorter, faster weapons will improve chances to attack sooner but will typically score less damage.&lt;br /&gt;
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* Longer, slower weapon will impair chances to attack sooner but will typically score more damage.&lt;br /&gt;
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* Longer weapons, in general, will allow a wielder to strike an opponent with a shorter weapon &#039;&#039;immediately&#039;&#039; when making &#039;&#039;first&#039;&#039; contact.&lt;br /&gt;
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* Storm &amp;amp; Steel rules recognize the advantages and disadvantages of historical and fantasy weapon designs when used against different forms of armor (or lack thereof) and awards attractive bonuses and reasonable penalties for the use of each type of weapon. Even though there are many armor choices in Storm &amp;amp; Steel, the game only uses four major armor categories when dealing with weapon types versus armor types: As a result, weapon vs. armor bonuses are quick &amp;amp; easy to use.&lt;br /&gt;
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==[[S&amp;amp;S: Armor | &#039;&#039;&#039;Armor&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel offers a great assortment of historical and fantasy armor types, each with their own numerical value that reduces damage scored against the wearer. While more protective heavy armor can reduce movement and defense bonuses due to weight and mobility considerations, the damage reduction may easily outweigh the risk of being struck more often. &lt;br /&gt;
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Shields in Storm &amp;amp; Steel offer defense bonuses based on their size and award some damage reduction. Metal shields in particular, being hard to pierce, award further bonuses versus ranged weapons. Metal shields, as well as larger shields, do however reduce movement distance per combat segment.&lt;br /&gt;
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==[[S&amp;amp;S: Powers | &#039;&#039;&#039;Powers&#039;&#039;&#039;]]==&lt;br /&gt;
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Powers are magical abilities that often have similar effects to that of magic spells but often without the necessity of performing a full incantation to wield the power. Powers are typically used by adventuring classes and magical creatures or found in magical devices and treasures.&lt;br /&gt;
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==[[S&amp;amp;S: Spells | &#039;&#039;&#039;Spells&#039;&#039;&#039;]]==&lt;br /&gt;
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Spells are typically activated by performing incantations and designed to release some form of magical energy or effect. Sometimes they are a form of magical super-science that follow certain laws of the magical universe, much like the laws of mundane science. Sometimes the spells were created by mighty supernatural beings and gods and left to be used for all-time to those that can understand and wield them. Some spells are granted directly by supernatural beings and gods, either with or without the necessity of worship or devotion. When worship is required, the magic spells are considered a truly divine form of magic.&lt;br /&gt;
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* In Storm &amp;amp; Steel, many creatures are not able to innately perform magic spells even if someone who trains others in the ways of magic is available. Magical power is something that one is either born with or granted by a master of magic who &#039;loans&#039; such power during an apprenticeship. When an apprenticeship is deemed over, the master may either permanently grant the apprentice the power or withhold such a boon.&lt;br /&gt;
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* The magical power needed to cast spells is a power that is found inside the body of one who has either inherited it from one or both parents - or given by a master (see above). The power found within is of a specific type, and by default, will not allow the creature to otherwise cast spells not associated with that specific type of magic. Thus, a spellcaster who, for example, manipulates Force Magic may not be able to wield magic fire nor create undead, etc. While many spellcasting classes may have similar spells, the effects may vary by class. A Force Master may have a stronger Force barrier that lasts longer than that of a Wizard who casts the same basic spell, for example.&lt;br /&gt;
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* The Storm &amp;amp; Steel magic system typically awards spellcasters pools of personal magic energy, usually in the form of Spell Points. Such pools of magical energy are totaled separately when more than one type of spellcasting is known.&lt;br /&gt;
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==[[S&amp;amp;S: War Machines, Mounts, and Transports | &#039;&#039;&#039;War Machines, Mounts, and Transports&#039;&#039;&#039;]]==&lt;br /&gt;
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War machines, mounts, and transports can be found both in magical and mundane forms. They can be found as living, undead, and golem-like variants. Many specific examples are typically only found in certain parts of The World, produced by specific races, cultures, religions, factions, guilds, cities, or classes.&lt;br /&gt;
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==[[S&amp;amp;S: Treasures of the World | &#039;&#039;&#039;Treasures of the World&#039;&#039;&#039;]]==&lt;br /&gt;
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Treasures great and small can be discovered, conquered, earned, or made!&lt;br /&gt;
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==[[S&amp;amp;S: Enchanted Treasures and Creations of Power | &#039;&#039;&#039;Enchanted Treasures and Creations of Power&#039;&#039;&#039;]]==&lt;br /&gt;
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Magical treasures, whether minor and mighty, are the creations of spellcasters, creatures, magical beings, and gods. Famed spellcasters, races, religions, countries, and cities often have their own magical specialties, often produced exclusively. Their secrets and magical resources are often zealously guarded!&lt;br /&gt;
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==[[S&amp;amp;S: Dungeoneering and Wilderness Adventuring | &#039;&#039;&#039;Dungeoneering and Wilderness Adventuring&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel details dungeon encounters and trappings, as well as rules for dungeoneering and survival equipment for dungeon and overland adventures. Also provided are rulings to help easily track time and movement during adventures, whether a dungeon crawl or wilderness trek. &lt;br /&gt;
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==[[S&amp;amp;S: Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs | &#039;&#039;&#039;Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs&#039;&#039;&#039;]]==&lt;br /&gt;
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Encounters are the backbone of a robust adventuring world. Storm &amp;amp; Steel details common and rare creatures of all levels of danger and adventure.  &lt;br /&gt;
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==[[S&amp;amp;S: The World | &#039;&#039;&#039;The World&#039;&#039;&#039;]]==&lt;br /&gt;
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While Storm &amp;amp; Steel is easily adapted to any fantasy world, it has its own world rich with life and magic! In it, great empires hammer and claw each other, while multitudes of kingdoms and magic realms feud. Unique varieties of the races of humans exist in sprawling, breathtaking realms, replete with their own distinctive and unrivaled architecture, magical innovations, and weapons of war. Powerful elven kingdoms heartily resist the changing world while dwarves thrive in their mountain citadels of stone and iron and underground civilizations, eagerly battling giants, dragons, and monstrous armies in unending wars. Mighty and old civilizations of both the living and the undead are endlessly at destructive odds. Great swaths of twisted living lands ooze and writhe as supernatural, wicked terrors issue forth from living chasms and hopelessly deep shifting caverns. Dragons and Draconians control vast lands of sprawling empires. Titans and Colossi thunder across distant lands, adversaries to the draconic empires. The rotting dead Colossi, seemingly disinterested with the rest of the world, guard long dead ancient civilizations and places of great power where only the mightiest of heroes and beings would dare venture. Throughout the world, the gods and other powerful divine and supernatural beings dwell, directly influencing those they seek to rule and those they seek to ruin!&lt;br /&gt;
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==[[S&amp;amp;S: The Divinity and Other Great Powers | &#039;&#039;&#039;The Divinity and Other Great Powers&#039;&#039;&#039;]]==&lt;br /&gt;
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In the World of Storm &amp;amp; Steel, many divine beings, gods and god-like beings of great power dwell among mortals! These mighty beings can be found all over the world. Some are hidden or secluded, while others exist in plain sight of both worshippers and enemies!&lt;br /&gt;
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==[[S&amp;amp;S: Dice Conventions | &#039;&#039;&#039;Dice Conventions&#039;&#039;&#039;]]==&lt;br /&gt;
The Storm &amp;amp; Steel game system contains ranges of random numbers that typically must be generated by die rolls. In some cases, the choice of dice to generate the random number range may not be obvious. This section seeks to demystify how to generate such die rolls.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2282</id>
		<title>S&amp;S: Character Creation</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2282"/>
		<updated>2026-10-01T01:49:12Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
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&lt;div&gt;==[[S&amp;amp;S: Getting Started | &#039;&#039;&#039;GETTING STARTED:&#039;&#039;&#039;]]== &lt;br /&gt;
The GameMaster should tell players which character [[S&amp;amp;S: Races | Races]] and [[S&amp;amp;S: Classes | Classes]] are available for play, and what level their characters will begin play at. By default, normal starting play in Storm &amp;amp; Steel begins at level zero: with level zero representing a character that is an inexperienced apprentice or otherwise progressing through their initial training in their new class.&lt;br /&gt;
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==[[S&amp;amp;S: Class &amp;amp; Race Combination Restrictions | &#039;&#039;&#039;CLASS &amp;amp; RACE COMBINATION RESTRICTIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Some classes may not be deemed suitable for use by some races, cultures, heritages, or even forbidden by some deities. Such unsuitable combinations are either viewed with distaste by the offended, not available in a milieu, or simply not possible to learn by that particular race due to some insurmountable incompatibility. If a character does somehow gain access to a restricted class, there may be consequences for their character, such as being shunned, attacked, or even hunted by opposing factions. It is suggested that GameMasters clearly declare the general consequences that might be incurred for engaging in the practice of a forbidden class before a character chooses it. &lt;br /&gt;
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==[[S&amp;amp;S: Occupations | &#039;&#039;&#039;OCCUPATIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Once the Race and Class are selected, an occupation may be decided for the character. Occupations are typically non-adventuring class careers that a player character has most likely learned prior to gaining an adventuring class. It&#039;s what player characters did - or do - for a living. One or more such trades are able to be selected or gained by rolling randomly on the character occupation table. Occupations may increase ability scores, award abilities and skills, and can be a source of income. A GameMaster may restrict the number of occupations characters have, if they wish; or can restrict the benefits of gaining more than one occupation. GameMasters may also rule that certain occupations are restricted from certain character races, classes, or other conditions in a way similar to how Class &amp;amp; Race Combination Restrictions are handled. The GameMaster is encouraged to allow players some freedom to use occupations to help develop good, solid character concepts. In any case, occupations are not required to be selected for characters, however, the benefits of having an occupation are fairly substantial.&lt;br /&gt;
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==[[S&amp;amp;S: Culture | &#039;&#039;&#039;CULTURE:&#039;&#039;&#039;]]== &lt;br /&gt;
If a player character is from a specific culture in the milieu, then they may be awarded benefits of that culture, or even restrictions, drawbacks, or quirks. Certain cultural benefits might include weapon proficiencies, skills, improved ability scores, etc. Restrictions and drawbacks might be class related (see above), limited deity choices, viewing certain creatures or cultures with disdain or malice, etc. Quirks may include a noticeable accent, preference for food items that are considered strange by other cultures, etc.&lt;br /&gt;
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==[[S&amp;amp;S: Heritage | &#039;&#039;&#039;HERITAGE:&#039;&#039;&#039;]]== &lt;br /&gt;
The heritage of a character includes what social class they are; family lineage, etc. Heritage can award similar benefits to that of culture, above; and in some cases, even the restrictions. A character&#039;s heritage may grant them the potential of wielding magic inherited through a family bloodline. Heritage typically can be selected, but in some cases may be randomly determined. Social class can award additional starting coin and even arms and armor. As with occupations and culture, it is typically optional.&lt;br /&gt;
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==[[S&amp;amp;S: Age | &#039;&#039;&#039;AGE:&#039;&#039;&#039;]]==&lt;br /&gt;
Storm &amp;amp; Steel characters can be of any normal age range possible for their race choice. The player can either make a random roll to determine age or choose the age they wish to play. When age is determined, the character receives modifiers to their ability scores to reflect changes they have gone through over the years. The changes are cumulatively applied to the character in the order they would have occurred, starting with &amp;quot;young adult&amp;quot; and proceeding up through the age categories until they reach their current age.&lt;br /&gt;
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==[[S&amp;amp;S: Rolling Ability Scores | &#039;&#039;&#039;ROLLING ABILITY SCORES&#039;&#039;&#039;]]==&lt;br /&gt;
* Method I: Roll for eight dice, discarding the lowest. Assign the seven scores where desired, applying modifiers for race, class, age, etc.. See below for complete die procedure.&lt;br /&gt;
* Method II: Roll two dice for each ability score, discarding the lowest. Scores are assigned to a specific ability as it&#039;s being rolled, applying modifiers for race, class, age, etc. See below for complete die procedure.&lt;br /&gt;
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In Storm &amp;amp; Steel, player characters are not assumed to be average as the normal inhabitants of the world are considered to be. Their abilities are not steered toward a middle of the road average - and are instead on a linear probability curve where the chances of rolling high are just as equal as rolling low or somewhere in between. As such, a single six-sided die is rolled for each ability score. Normal inhabitants of the world use a bell-curve as a result of averaging several dice. The complete procedure for die rolling is as follows:&lt;br /&gt;
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* a roll of 1 through 5 is kept and is considered the final roll for an ability score, before modifiers.&lt;br /&gt;
* a roll of 6 is considered an ability score of 0, and the roll must be repeated. If another 6 is rolled, the ability score of 0 then becomes a -1, and the roll must be repeated. If another 6 is rolled, the score of 0 becomes a -2; and so on, and so forth. Modifiers are applied to the score.&lt;br /&gt;
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&#039;&#039;&#039;LOW SCORES:&#039;&#039;&#039; No ability score in the game may be lower than -5, and no player character can have an ability score less than -3. A GameMaster can choose to raise the lower-limit of player character scores from -3 to whatever minimum they wish. When raising it, exceptionally low rolls can either default to the minimum the GameMaster chose - or they can have the player re-roll the ability. Alternatively, the character could be considered hopeless and the GameMaster can have the player re-roll the entire set of ability scores, if they wish.&lt;br /&gt;
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==[[S&amp;amp;S: Combat Bonuses | &#039;&#039;&#039;COMBAT BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, there are several factors that assist in determining the success or failure when rolling a die to attack and damage an enemy. The primary factors for attacks are STRENGTH, DEXTERITY, and BASE COMBAT BONUS. Other related combat bonuses or penalties will be addressed elsewhere. &lt;br /&gt;
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Two main forms of physical attacks are MELEE and PROJECTILE attacks. Melee attack bonuses cover nearly all non-firing handheld weapons used in close combat that are used to thrust, slash, chop, bludgeon, etc. Projectile attack bonuses apply to weapons that launch projectiles, such as bows, crossbows, firearms, etc., but not hurled weapons. In Storm &amp;amp; Steel, hurled weapons share the same bonuses as Melee attacks even though they are a form of ranged weapons. The difference in game mechanics between &amp;quot;projectile&amp;quot; and &amp;quot;hurled&amp;quot; weapons in Storm &amp;amp; Steel is that weapons in the hurled weapons category rely on both Strength &amp;amp; Dexterity; and weapons in the missile category rely typically on Dexterity. The total of the bonuses applies to both ATTACK &#039;&#039;and&#039;&#039; DAMAGE rolls. The combat bonuses are as follows:&lt;br /&gt;
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* &#039;&#039;&#039;MELEE BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
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* &#039;&#039;&#039;HURLED BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
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* &#039;&#039;&#039;MISSILE BONUS&#039;&#039;&#039; = Dexterity + Dexterity + Base Combat Bonus&lt;br /&gt;
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* &#039;&#039;&#039;TWO HANDED WEAPON BONUS&#039;&#039;&#039; = Melee Bonus + 50% (round down)&lt;br /&gt;
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&#039;&#039;&#039;EXCEPTIONS TO NORMAL ATTACK &amp;amp; DAMAGE BONUSES:&#039;&#039;&#039; Characters that receive ATTACK FINESSE and ATTACK BRUTALITY as special combat training can elect to use their dexterity bonus instead of strength; or strength instead of dexterity for melee attacks when using appropriate weapons. Entries for Attack Finesse and Attack Brutality can be found on the Character Worksheet.&lt;br /&gt;
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==[[S&amp;amp;S: Defense Bonuses | &#039;&#039;&#039;DEFENSE BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, for every attack roll made by an attacker, a defense roll is made by the defender. There are several factors that determine success or failure of a defense roll. The primary factors for a defense roll are DEXTERITY, BASE DEFENSE BONUS, SHIELD BONUS, and ARMOR PENALTY. Other related defense bonuses and penalties will be addressed elsewhere. &lt;br /&gt;
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&#039;&#039;&#039;BASE DEFENSE BONUS&#039;&#039;&#039; = 1/2 of the character&#039;s Base Combat Bonus&lt;br /&gt;
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There are four types of defense recorded on character sheets. The first two main forms of defense for characters are &#039;&#039;&#039;defense with a shield&#039;&#039;&#039; and &#039;&#039;&#039;defense without a shield&#039;&#039;&#039;. In addition, both the &#039;&#039;&#039;defense vs. melee&#039;&#039;&#039; and &#039;&#039;&#039;defense vs. missile&#039;&#039;&#039; weapons must also be recorded each with and without a shield.&lt;br /&gt;
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* &#039;&#039;&#039;DEFENSE VS MELEE BONUS (NO SHIELD)&#039;&#039;&#039; = Dexterity (Dodge) + Dexterity (Parry) + Base Defense Bonus - Armor Penalty&lt;br /&gt;
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* &#039;&#039;&#039;DEFENSE VS MISSILE BONUS (NO SHIELD)&#039;&#039;&#039; = Defense vs Melee Bonus / 2 (assumes missile parry penalty)&lt;br /&gt;
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* &#039;&#039;&#039;DEFENSE VS MELEE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus - Armor Penalty&lt;br /&gt;
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* &#039;&#039;&#039;DEFENSE VS MISSILE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus + (Shield Bonus again, if the shield is metal) - Armor Penalty&lt;br /&gt;
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&#039;&#039;&#039;OTHER DEFENSE BONUSES:&#039;&#039;&#039; Special class abilities, spells, and weapon &amp;amp; shield enchantments can also modify defense bonuses. Examples of special class abilities that modify defense bonuses are Dodge, Parry, Shield Defense, Missile Parrying, etc. There are blank spaces on the Character Worksheet to record these modifiers.&lt;br /&gt;
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==[[S&amp;amp;S: Skills | &#039;&#039;&#039;SKILLS&#039;&#039;&#039;]]==&lt;br /&gt;
For each rank a character has in a skill, the bonus is equal to +1 each. Strong boosts in skills may be achieved with &amp;quot;Skill Specialization&amp;quot;, which are worth 5 ranks. &amp;quot;Cornerstone Skills&amp;quot; are skills that are a crucial part of a character (i.e. musical instrument skills for bards, etc.) and are awarded as one rank at the current level and every new level, thereafter. Skill bonuses are also awarded for Professional Occupations at the level they are initiative possessed and every few levels, according to the class type or background.&lt;br /&gt;
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* Method I: Each character class receives many free skills and skill slots for which to either increase the ranks of existing skills or to add new ones. The GameMaster and player should work together to determine which skills on the Character Skill Sheet are to be given to the character at no slot cost, based on their specific race, class, occupation, culture, heritage, and other background considerations. Each of these categories award skills as mentioned above in the sections for each. These skills should be reviewed to determine if they should indeed be offered at no cost. Any skills that are desired but not deemed to be strongly and appropriately associated to the character&#039;s specific relationship within each category should be purchased with available skill slots. A Knight, for example, would likely not have any free Hiding skill slots, unless the character&#039;s particular background warrants it. &lt;br /&gt;
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After going through the Character Skill Sheet to determine free skills, the player may search through the complete skill list and propose other free or paid skills to the GameMaster for consideration. Final spell slots are then spent to either bolster existing skills or add new ones approved by the GameMaster.&lt;br /&gt;
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-Free skill slots are typically only at one rank. &lt;br /&gt;
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-Skill Specialization, Cornerstone Skills, and Professional Skills are also determined at character creation.&lt;br /&gt;
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* Method II: In lieu of awarding free skill ranks, apply the following: The character is awarded a specific number of skill slots and free skills in their specific race, class, occupation, culture, heritage, and background options descriptions. Classes give a number of skill slots that are awarded upon gaining a new level in the class and may be spent upon achieving the new level.&lt;br /&gt;
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&#039;&#039;&#039;SKILL VALUES AND PROGRESSION RATES:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;ONE SKILL RANK&#039;&#039;&#039; = +1&lt;br /&gt;
* &#039;&#039;&#039;SKILL SPECIALIZATION&#039;&#039;&#039; = +5&lt;br /&gt;
* &#039;&#039;&#039;CORNERSTONE SKILLS&#039;&#039;&#039; = +1 at current level, and +1 at every level, thereafter&lt;br /&gt;
* &#039;&#039;&#039;PROFESSIONAL OCCUPATION SKILLS&#039;&#039;&#039; = +1 every few levels (see specific class, race, background, profession, etc.)&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Special Abilities | &#039;&#039;&#039;SPECIAL ABILITIES&#039;&#039;&#039;]]==&lt;br /&gt;
Special abilities are awarded to some character races and classes and should be recorded. As many such abilities are awarded as a character progresses in levels, it may be necessary to write down the intervals at which new abilities or ability increases are gained, for quick and easy reference.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Hit Points | &#039;&#039;&#039;HIT POINTS&#039;&#039;&#039;]]==&lt;br /&gt;
Hit points are typically awarded by the following:&lt;br /&gt;
* &#039;&#039;&#039;Size&#039;&#039;&#039; One-time award of base hit points at 0th level, based on height and weight.&lt;br /&gt;
* &#039;&#039;&#039;Constitution Bonus&#039;&#039;&#039; This bonus is awarded once every level, including 0th level.&lt;br /&gt;
* &#039;&#039;&#039;Class&#039;&#039;&#039; A specific die is rolled for every level based on the class.&lt;br /&gt;
* &#039;&#039;&#039;Spells&#039;&#039;&#039; Temporary hit points are awarded by the application of specific magic spells to a character. When determining which pools of hit points are used up first when damaged: &#039;&#039;&#039;the last spell applied is used up first&#039;&#039;&#039;. Recasting spells will often replenish such pools - or even expand them in the case of a superior spell cast by a different caster. It is generally not possible to cast spells several times to compound hit points. It will be necessary to track the time left on spells to determine when they will collapse and dissolve. Some spells multiply hit points. During combat, damage is deducted from the multiplied total. When the spell ceases, the current hit points are divided by whichever number they were multiplied by. As an example, a spell that doubles the hit points of character that started with 25 hit points will realize 50 hit points. During combat, they are struck for 10 points of damage, reducing them to 40 hit points. When the spell ceases, the character will have 20 hit points.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Spell Points | &#039;&#039;&#039;SPELL POINTS&#039;&#039;&#039;]]==&lt;br /&gt;
Spell points are generally awarded by class and occasionally, race. Spell points awarded by class are typically totaled separately from other casting classes when a character is multi-classed. During a casting, it is generally not possible for spells of one class to use spell points of another class. If there are exceptions to this rule, then the points must first be deducted from the spell point pool of the class that the spell originally belongs to, until no more points are available from that pool. Any remaining spell points necessary to complete a spell can then be removed from allowable alternate spell pools of whichever pool contains the most points.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Spells | &#039;&#039;&#039;SPELLS&#039;&#039;&#039;]]==&lt;br /&gt;
Spells are generally awarded by class choices and sometimes race. The number of spells that the character starts with are awarded to characters varies by class. Character learn spells appropriate to their level.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Resistances | &#039;&#039;&#039;RESISTANCES&#039;&#039;&#039;]]==&lt;br /&gt;
Resistance to types of energy, magic, damage, or toxins are typically awarded to characters of specific unique races and classes, and should be recorded in the &amp;quot;Resistances, Immunities, and Saves&amp;quot; section of the character sheets. Any resistances not covered under the resistances list may be recorded in the blank lines immediately beneath.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Immunities | &#039;&#039;&#039;IMMUNITIES&#039;&#039;&#039;]]==&lt;br /&gt;
Immunity to types of energy, magic, damage, or toxins are typically awarded to characters of specific unique race and classes, and should be recorded in the &amp;quot;Resistances, Immunities, and Saves&amp;quot; section of the character sheets. Any immunities not covered under the resistances list may be recorded in the blank lines immediately beneath.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Saving Throws | &#039;&#039;&#039;SAVING THROWS&#039;&#039;&#039;]]==&lt;br /&gt;
Saving throw bonuses or penalties to types of energy, magic, damage, or toxins are typically awarded to characters of specific unique race and classes, and should be recorded in the &amp;quot;Resistances, Immunities, and Saves&amp;quot; section of the character sheets. Any saving throw categories not covered under the resistances list may be recorded in the blank lines immediately beneath.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Starting Treasure | &#039;&#039;&#039;STARTING TREASURE&#039;&#039;&#039;]]==&lt;br /&gt;
GameMasters will have to decide what level of treasure that characters will begin with. There are four factors and one option that determine starting treasure for new characters:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SOCIAL CLASS:&#039;&#039;&#039; Social class determined during the heritage stage of character creation may offer additional starting treasure. In some cases, a social class can effectively award gear upgrades without needing to add a substantial amount of treasure to the character, such as automatically upgrading any iron gear purchased to steel.&lt;br /&gt;
* &#039;&#039;&#039;CLASS:&#039;&#039;&#039; Each class has its own starting treasure levels and list under its description.&lt;br /&gt;
* &#039;&#039;&#039;STARTING TREASURE LEVEL:&#039;&#039;&#039; The GameMaster chooses what treasure level characters begin at. Each level has a random amount found in the class description. &lt;br /&gt;
-Starting treasure level 0: Likely has little more than the clothes on their back and will have to earn any substantial gear, thereafter. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting treasure level 1: Likely has enough to purchase very basic gear, such as leather protection and an iron or bronze weapon or two. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting treasure level 2: Likely has enough to purchase low-grade gear, such as basic iron or bronze protection and several iron weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting treasure level 3: Likely has enough to purchase mid-grade iron gear or low-grade steel protection and several steel weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CLASS LEVEL:&#039;&#039;&#039; The level of the character, plus one, is multiplied times the treasure amount. Thus, starting treasure at 0th level is multiplied times one, 1st level is times two, etc.&lt;br /&gt;
&#039;&#039;&#039;BASIC STARTING GEAR OPTION:&#039;&#039;&#039; Pregenerated levels of treasure and equipment sets with customizable options are offered to the character. The range of gear is similar to that of Starting Treasure Levels, referenced above. This allows characters to more quickly prepare their characters without having to necessarily pour through equipment lists and making a substantial number of purchases.&lt;br /&gt;
-Starting gear level 0: A little more than just clothing. The character will have to earn gear through play.&lt;br /&gt;
-Starting gear level 1: Very basic gear, such as leather protection and an iron or bronze weapon or two. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting gear level 2: Low-grade gear, such as basic iron or bronze protection and several iron weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting gear level 3: Mid-grade iron gear or low-grade steel protection and several steel weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Armor | &#039;&#039;&#039;ARMOR&#039;&#039;&#039;]]==&lt;br /&gt;
&#039;&#039;&#039;DAMAGE REDUCTION:&#039;&#039;&#039; If armor is available at character creation, it must be recorded on the character sheet. Each type of armor offers damage reduction versus most forms of damage. The amount of damage reduction for armor is found on the Armor Damage Reduction Table. Damage reduction is recorded as a minimum and maximum range of numbers for which dice are rolled to determine during combat. &lt;br /&gt;
&lt;br /&gt;
-For example, Mail Armor without any other form of protection (such as a padded gambeson worn underneath) awards 2-5 points of damage reduction. Mail armor worn over padding awards 4-8 of damage reduction. See the section on &amp;quot;Dice Conventions&amp;quot; to understand what dice may be used to determine the random amount of damage reduction. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CUMULATIVE PROTECTION:&#039;&#039;&#039; Reading the above, a reader will quickly realize that armored protection is cumulative, such as in the case of mail armor over the padded gambeson in the example. Know that the last number (the maximum damage reduction amount) is what was used to calculate the first (minimum) number. This was done by simply dividing the maximum number in half and rounding the fraction down. Knowing this, players can easily adjust random damage numbers when protection is increased, such as by means of magic spell, layering armor, donning shields, etc. &lt;br /&gt;
&lt;br /&gt;
-So, in the case of a character wearing mail armor over padding (D.R. 4-8) that is being protected by a spell that increases damage reduction by 5, the maximum amount would adjust up from 8 to a new amount of 13. The maximum of 13 divided in half to calculate the minimum amount of damage reduction. Half of 13 is 6.5: rounded down is 6. Thus, the new D.R. is 6-13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARMOR PENALTIES&#039;&#039;&#039;: Often with increased protection there comes hinderances caused by armor, such as reduced defense bonuses, slowed movement rate, and skill penalties. These penalties are from the weight and the form of the armor. Penalties can be reduced by wearing higher quality armor that is skillfully crafted; made of lighter and/or enchanted materials; gaining levels in related classes that train in armor; expending skill points in an appropriate skill that reduces the penalties; etc. The penalties and penalty reductions must be recorded in the associated spaces of the Character Worksheet. Such penalties can be found on the Armor Damage Reduction Table.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Weapons | &#039;&#039;&#039;WEAPONS&#039;&#039;&#039;]]==&lt;br /&gt;
Weapon statistics and player character bonuses are recorded on character weapon sheets. The following factors must be recorded in the weapon entry spaces.&lt;br /&gt;
* &#039;&#039;&#039;Weapon Type Name:&#039;&#039;&#039; Common terminology or nomenclature for the weapon&lt;br /&gt;
* &#039;&#039;&#039;Weapon Features:&#039;&#039;&#039; Each weapon has one or more features, such as &amp;quot;blade&amp;quot;, &amp;quot;top-spike&amp;quot;, &amp;quot;back-spike&amp;quot;, &amp;quot;hammer-face&amp;quot;, etc., each with corresponding damage, bonuses, etc. &lt;br /&gt;
* &#039;&#039;&#039;Character Bonus:&#039;&#039;&#039; Bonuses totaled on the Character Worksheet (ability score bonuses, etc.) along with any race or class bonuses.&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; Speed of the weapon, by feature, which determines what initiative segment that the weapon strikes upon, before any adjustments for winning or losing initiative are applied.&lt;br /&gt;
* &#039;&#039;&#039;Length:&#039;&#039;&#039; Length of the weapon, which determines the distance a weapon can nominally reach from a character&#039;s approximate position. Length helps determine if characters making initial contact with an enemy are awarded the ability to &#039;&#039;immediately&#039;&#039; strike or even striking &#039;&#039;first&#039;&#039; during charging situations. Length also helps determine if enough room is available for the weapon to be wielded, particularly in regard to overhead space.&lt;br /&gt;
* &#039;&#039;&#039;Damage:&#039;&#039;&#039; Damage that the weapon can inflict, by feature, prior to adding character bonuses or modifiers for Weapon Type vs. Armor Type considerations.&lt;br /&gt;
* &#039;&#039;&#039;Weapon vs. Armor Bonus/Penalty:&#039;&#039;&#039; These are damage modifiers used when the weapon strikes one of the four different general categories of armor. The categories are NONE, LEATHER, MAIL, and PLATE, with each group containing several types of historical and fantasy armor in each category. For example, while mail armor easily falls into the MAIL category, scale armor also falls under the MAIL category, due to it similarities in protective nature. &lt;br /&gt;
The specific armor types that are listed have been color coded to more easily recognize their armor category during play. The corresponding color category is found on the weapon section of the character sheets. Category &amp;amp; Color: NONE = pink; LEATHER = yellow; MAIL = blue; and PLATE = grey. In the scale armor example, being considered MAIL, it would fall under the blue color-coded area for the MAIL category.&lt;br /&gt;
* &#039;&#039;&#039;Range:&#039;&#039;&#039; The range of missile weapons is recorded in range increments that have cumulative penalties as the weapon is used versus targets that are farther away. Each increment beyond the first is a -2 penalty. There are 6 increments for most hurled weapons, and 11 increments for projectile or &#039;fired&#039; weapons, thus, up to a -10 for hurled weapons and up to -20 for most projectile weapons.&lt;br /&gt;
* &#039;&#039;&#039;Weight:&#039;&#039;&#039; Weight can be tracked for encumbrance considerations.&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Special or even common information regarding the weapon or its use can be detailed here. For examples, the penalty to speed for hurled weapons and bonuses for flails versus shields can be entered in the space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommendation:&#039;&#039;&#039; Drawing a simple sketch of the weapon in the margin, along with writing its length under it, helps to more easily spot the weapon on the character sheet and quickly know its length for weapon length comparisons for charging characters or character otherwise engaging in &#039;first contact&#039; with an enemy to determine who strikes immediately or first (See Weapon Length rules).&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Speed | &#039;&#039;&#039;SPEED&#039;&#039;&#039;]]==&lt;br /&gt;
Each character has a base speed for their racial type. Speed is modified downward by encumbrance, heavy or restrictive armor and shields; and may be adjusted upward by special class abilities or magic. Speed determines how far a character can move per segment in combat. Speed can be in actual feet when no combat grid is used; or in inches when a grid is used. The first number is the maximum distance when moving normally or rushing forward at the quickest, while the second number is the maximum distance moved during a charge. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grid Scale and Speed:&#039;&#039;&#039; There are a few scales that can be used when using a 1&amp;quot; grid and miniatures. In Storm &amp;amp; Steel, the default scales are:&lt;br /&gt;
* &#039;&#039;&#039;1&amp;quot; = 3-1/3&#039;:&#039;&#039;&#039; Every 3 squares are equal to 10&#039; This is the default suggested ground scale, as this allows three human-sized miniatures to easily stand abreast in a 10&#039; wide dungeon hall.&lt;br /&gt;
* &#039;&#039;&#039;1&amp;quot; = 5&#039;:&#039;&#039;&#039; When space is at a premium on the tabletop, this scale can help. However, this can cause a lot of clutter if three human-sized miniatures are standing abreast in a 10&#039; wide dungeon hall.&lt;br /&gt;
* &#039;&#039;&#039;1&amp;quot; = 10&#039;:&#039;&#039;&#039; Great for outdoor scenes, particularly if miniatures of a smaller scale are available.&lt;br /&gt;
&lt;br /&gt;
Moving the distance within the normal category doesn&#039;t change any die roll considerations; while charging awards a bonus to attack and damage but makes the charging character easier to strike. If a spear-like weapon is set into the ground versus a charging character and they are successfully struck, additional damage dice are rolled.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Jumping | &#039;&#039;&#039;JUMPING&#039;&#039;&#039;]]==&lt;br /&gt;
Jumping distances are typically a function of dexterity and of character height (in the case of high jumping), in addition to rolling a die. Jumping distances can be adjusted for race, special class abilities, skills, magic, and armor, shield, and encumbrance.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2281</id>
		<title>S&amp;S: Character Creation</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2281"/>
		<updated>2026-09-30T23:47:51Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[S&amp;amp;S: Getting Started | &#039;&#039;&#039;GETTING STARTED:&#039;&#039;&#039;]]== &lt;br /&gt;
The GameMaster should tell players which character [[S&amp;amp;S: Races | Races]] and [[S&amp;amp;S: Classes | Classes]] are available for play, and what level their characters will begin play at. By default, normal starting play in Storm &amp;amp; Steel begins at level zero: with level zero representing a character that is an inexperienced apprentice or otherwise progressing through their initial training in their new class.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Class &amp;amp; Race Combination Restrictions | &#039;&#039;&#039;CLASS &amp;amp; RACE COMBINATION RESTRICTIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Some classes may not be deemed suitable for use by some races, cultures, heritages, or even forbidden by some deities. Such unsuitable combinations are either viewed with distaste by the offended, not available in a milieu, or simply not possible to learn by that particular race due to some insurmountable incompatibility. If a character does somehow gain access to a restricted class, there may be consequences for their character, such as being shunned, attacked, or even hunted by opposing factions. It is suggested that GameMasters clearly declare the general consequences that might be incurred for engaging in the practice of a forbidden class before a character chooses it. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Occupations | &#039;&#039;&#039;OCCUPATIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Once the Race and Class are selected, an occupation may be decided for the character. Occupations are typically non-adventuring class careers that a player character has most likely learned prior to gaining an adventuring class. It&#039;s what player characters did - or do - for a living. One or more such trades are able to be selected or gained by rolling randomly on the character occupation table. Occupations may increase ability scores, award abilities and skills, and can be a source of income. A GameMaster may restrict the number of occupations characters have, if they wish; or can restrict the benefits of gaining more than one occupation. GameMasters may also rule that certain occupations are restricted from certain character races, classes, or other conditions in a way similar to how Class &amp;amp; Race Combination Restrictions are handled. The GameMaster is encouraged to allow players some freedom to use occupations to help develop good, solid character concepts. In any case, occupations are not required to be selected for characters, however, the benefits of having an occupation are fairly substantial.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Culture | &#039;&#039;&#039;CULTURE:&#039;&#039;&#039;]]== &lt;br /&gt;
If a player character is from a specific culture in the milieu, then they may be awarded benefits of that culture, or even restrictions, drawbacks, or quirks. Certain cultural benefits might include weapon proficiencies, skills, improved ability scores, etc. Restrictions and drawbacks might be class related (see above), limited deity choices, viewing certain creatures or cultures with disdain or malice, etc. Quirks may include a noticeable accent, preference for food items that are considered strange by other cultures, etc.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Heritage | &#039;&#039;&#039;HERITAGE:&#039;&#039;&#039;]]== &lt;br /&gt;
The heritage of a character includes what social class they are; family lineage, etc. Heritage can award similar benefits to that of culture, above; and in some cases, even the restrictions. A character&#039;s heritage may grant them the potential of wielding magic inherited through a family bloodline. Heritage typically can be selected, but in some cases may be randomly determined. Social class can award additional starting coin and even arms and armor. As with occupations and culture, it is typically optional.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Age | &#039;&#039;&#039;AGE:&#039;&#039;&#039;]]==&lt;br /&gt;
Storm &amp;amp; Steel characters can be of any normal age range possible for their race choice. The player can either make a random roll to determine age or choose the age they wish to play. When age is determined, the character receives modifiers to their ability scores to reflect changes they have gone through over the years. The changes are cumulatively applied to the character in the order they would have occurred, starting with &amp;quot;young adult&amp;quot; and proceeding up through the age categories until they reach their current age.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Rolling Ability Scores | &#039;&#039;&#039;ROLLING ABILITY SCORES&#039;&#039;&#039;]]==&lt;br /&gt;
* Method I: Roll for eight dice, discarding the lowest. Assign the seven scores where desired, applying modifiers for race, class, age, etc.. See below for complete die procedure.&lt;br /&gt;
* Method II: Roll two dice for each ability score, discarding the lowest. Scores are assigned to a specific ability as it&#039;s being rolled, applying modifiers for race, class, age, etc. See below for complete die procedure.&lt;br /&gt;
&lt;br /&gt;
In Storm &amp;amp; Steel, player characters are not assumed to be average as the normal inhabitants of the world are considered to be. Their abilities are not steered toward a middle of the road average - and are instead on a linear probability curve where the chances of rolling high are just as equal as rolling low or somewhere in between. As such, a single six-sided die is rolled for each ability score. Normal inhabitants of the world use a bell-curve as a result of averaging several dice. The complete procedure for die rolling is as follows:&lt;br /&gt;
&lt;br /&gt;
* a roll of 1 through 5 is kept and is considered the final roll for an ability score, before modifiers.&lt;br /&gt;
* a roll of 6 is considered an ability score of 0, and the roll must be repeated. If another 6 is rolled, the ability score of 0 then becomes a -1, and the roll must be repeated. If another 6 is rolled, the score of 0 becomes a -2; and so on, and so forth. Modifiers are applied to the score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOW SCORES:&#039;&#039;&#039; No ability score in the game may be lower than -5, and no player character can have an ability score less than -3. A GameMaster can choose to raise the lower-limit of player character scores from -3 to whatever minimum they wish. When raising it, exceptionally low rolls can either default to the minimum the GameMaster chose - or they can have the player re-roll the ability. Alternatively, the character could be considered hopeless and the GameMaster can have the player re-roll the entire set of ability scores, if they wish.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Combat Bonuses | &#039;&#039;&#039;COMBAT BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, there are several factors that assist in determining the success or failure when rolling a die to attack and damage an enemy. The primary factors for attacks are STRENGTH, DEXTERITY, and BASE COMBAT BONUS. Other related combat bonuses or penalties will be addressed elsewhere. &lt;br /&gt;
&lt;br /&gt;
Two main forms of physical attacks are MELEE and PROJECTILE attacks. Melee attack bonuses cover nearly all non-firing handheld weapons used in close combat that are used to thrust, slash, chop, bludgeon, etc. Projectile attack bonuses apply to weapons that launch projectiles, such as bows, crossbows, firearms, etc., but not hurled weapons. In Storm &amp;amp; Steel, hurled weapons share the same bonuses as Melee attacks even though they are a form of ranged weapons. The difference in game mechanics between &amp;quot;projectile&amp;quot; and &amp;quot;hurled&amp;quot; weapons in Storm &amp;amp; Steel is that weapons in the hurled weapons category rely on both Strength &amp;amp; Dexterity; and weapons in the missile category rely typically on Dexterity. The total of the bonuses applies to both ATTACK &#039;&#039;and&#039;&#039; DAMAGE rolls. The combat bonuses are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MELEE BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;HURLED BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MISSILE BONUS&#039;&#039;&#039; = Dexterity + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TWO HANDED WEAPON BONUS&#039;&#039;&#039; = Melee Bonus + 50% (round down)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXCEPTIONS TO NORMAL ATTACK &amp;amp; DAMAGE BONUSES:&#039;&#039;&#039; Characters that receive ATTACK FINESSE and ATTACK BRUTALITY as special combat training can elect to use their dexterity bonus instead of strength; or strength instead of dexterity for melee attacks when using appropriate weapons. Entries for Attack Finesse and Attack Brutality can be found on the Character Worksheet.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Defense Bonuses | &#039;&#039;&#039;DEFENSE BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, for every attack roll made by an attacker, a defense roll is made by the defender. There are several factors that determine success or failure of a defense roll. The primary factors for a defense roll are DEXTERITY, BASE DEFENSE BONUS, SHIELD BONUS, and ARMOR PENALTY. Other related defense bonuses and penalties will be addressed elsewhere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE DEFENSE BONUS&#039;&#039;&#039; = 1/2 of the character&#039;s Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
There are four types of defense recorded on character sheets. The first two main forms of defense for characters are &#039;&#039;&#039;defense with a shield&#039;&#039;&#039; and &#039;&#039;&#039;defense without a shield&#039;&#039;&#039;. In addition, both the &#039;&#039;&#039;defense vs. melee&#039;&#039;&#039; and &#039;&#039;&#039;defense vs. missile&#039;&#039;&#039; weapons must also be recorded each with and without a shield.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MELEE BONUS (NO SHIELD)&#039;&#039;&#039; = Dexterity (Dodge) + Dexterity (Parry) + Base Defense Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MISSILE BONUS (NO SHIELD)&#039;&#039;&#039; = Defense vs Melee Bonus / 2 (assumes missile parry penalty)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MELEE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MISSILE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus + (Shield Bonus again, if the shield is metal) - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OTHER DEFENSE BONUSES:&#039;&#039;&#039; Special class abilities, spells, and weapon &amp;amp; shield enchantments can also modify defense bonuses. Examples of special class abilities that modify defense bonuses are Dodge, Parry, Shield Defense, Missile Parrying, etc. There are blank spaces on the Character Worksheet to record these modifiers.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Skills | &#039;&#039;&#039;SKILLS&#039;&#039;&#039;]]==&lt;br /&gt;
For each rank a character has in a skill, the bonus is equal to +1 each. Strong boosts in skills may be achieved with &amp;quot;Skill Specialization&amp;quot;, which are worth 5 ranks. &amp;quot;Cornerstone Skills&amp;quot; are skills that are a crucial part of a character (i.e. musical instrument skills for bards, etc.) and are awarded as one rank at the current level and every new level, thereafter. Skill bonuses are also awarded for Professional Occupations at the level they are initiative possessed and every few levels, according to the class type or background.&lt;br /&gt;
&lt;br /&gt;
* Method I: Each character class receives many free skills and skill slots for which to either increase the ranks of existing skills or to add new ones. The GameMaster and player should work together to determine which skills on the Character Skill Sheet are to be given to the character at no slot cost, based on their specific race, class, occupation, culture, heritage, and other background considerations. Each of these categories award skills as mentioned above in the sections for each. These skills should be reviewed to determine if they should indeed be offered at no cost. Any skills that are desired but not deemed to be strongly and appropriately associated to the character&#039;s specific relationship within each category should be purchased with available skill slots. A Knight, for example, would likely not have any free Hiding skill slots, unless the character&#039;s particular background warrants it. &lt;br /&gt;
&lt;br /&gt;
After going through the Character Skill Sheet to determine free skills, the player may search through the complete skill list and propose other free or paid skills to the GameMaster for consideration. Final spell slots are then spent to either bolster existing skills or add new ones approved by the GameMaster.&lt;br /&gt;
&lt;br /&gt;
-Free skill slots are typically only at one rank. &lt;br /&gt;
&lt;br /&gt;
-Skill Specialization, Cornerstone Skills, and Professional Skills are also determined at character creation.&lt;br /&gt;
&lt;br /&gt;
* Method II: In lieu of awarding free skill ranks, apply the following: The character is awarded a specific number of skill slots and free skills in their specific race, class, occupation, culture, heritage, and background options descriptions. Classes give a number of skill slots that are awarded upon gaining a new level in the class and may be spent upon achieving the new level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILL VALUES AND PROGRESSION RATES:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;ONE SKILL RANK&#039;&#039;&#039; = +1&lt;br /&gt;
* &#039;&#039;&#039;SKILL SPECIALIZATION&#039;&#039;&#039; = +5&lt;br /&gt;
* &#039;&#039;&#039;CORNERSTONE SKILLS&#039;&#039;&#039; = +1 at current level, and +1 at every level, thereafter&lt;br /&gt;
* &#039;&#039;&#039;PROFESSIONAL OCCUPATION SKILLS&#039;&#039;&#039; = +1 every few levels (see specific class, race, background, profession, etc.)&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Special Abilities | &#039;&#039;&#039;SPECIAL ABILITIES&#039;&#039;&#039;]]==&lt;br /&gt;
Special abilities are awarded to some character races and classes and should be recorded. As many such abilities are awarded as a character progresses in levels, it may be necessary to write down the intervals at which new abilities or ability increases are gained, for quick and easy reference.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Resistances | &#039;&#039;&#039;RESISTANCES&#039;&#039;&#039;]]==&lt;br /&gt;
Resistance to types of energy, magic, damage, or toxins are typically awarded to characters of specific unique races and classes, and should be recorded in the &amp;quot;Resistances, Immunities, and Saves&amp;quot; section of the character sheets. Any resistances not covered under the resistances list may be recorded in the blank lines immediately beneath.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Immunities | &#039;&#039;&#039;IMMUNITIES&#039;&#039;&#039;]]==&lt;br /&gt;
Immunity to types of energy, magic, damage, or toxins are typically awarded to characters of specific unique race and classes, and should be recorded in the &amp;quot;Resistances, Immunities, and Saves&amp;quot; section of the character sheets. Any immunities not covered under the resistances list may be recorded in the blank lines immediately beneath.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Saving Throws | &#039;&#039;&#039;SAVING THROWS&#039;&#039;&#039;]]==&lt;br /&gt;
Saving throw bonuses or penalties to types of energy, magic, damage, or toxins are typically awarded to characters of specific unique race and classes, and should be recorded in the &amp;quot;Resistances, Immunities, and Saves&amp;quot; section of the character sheets. Any saving throw categories not covered under the resistances list may be recorded in the blank lines immediately beneath.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Starting Treasure | &#039;&#039;&#039;STARTING TREASURE&#039;&#039;&#039;]]==&lt;br /&gt;
GameMasters will have to decide what level of treasure that characters will begin with. There are four factors and one option that determine starting treasure for new characters:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SOCIAL CLASS:&#039;&#039;&#039; Social class determined during the heritage stage of character creation may offer additional starting treasure. In some cases, a social class can effectively award gear upgrades without needing to add a substantial amount of treasure to the character, such as automatically upgrading any iron gear purchased to steel.&lt;br /&gt;
* &#039;&#039;&#039;CLASS:&#039;&#039;&#039; Each class has its own starting treasure levels and list under its description.&lt;br /&gt;
* &#039;&#039;&#039;STARTING TREASURE LEVEL:&#039;&#039;&#039; The GameMaster chooses what treasure level characters begin at. Each level has a random amount found in the class description. &lt;br /&gt;
-Starting treasure level 0: Likely has little more than the clothes on their back and will have to earn any substantial gear, thereafter. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting treasure level 1: Likely has enough to purchase very basic gear, such as leather protection and an iron or bronze weapon or two. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting treasure level 2: Likely has enough to purchase low-grade gear, such as basic iron or bronze protection and several iron weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting treasure level 3: Likely has enough to purchase mid-grade iron gear or low-grade steel protection and several steel weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CLASS LEVEL:&#039;&#039;&#039; The level of the character, plus one, is multiplied times the treasure amount. Thus, starting treasure at 0th level is multiplied times one, 1st level is times two, etc.&lt;br /&gt;
&#039;&#039;&#039;BASIC STARTING GEAR OPTION:&#039;&#039;&#039; Pregenerated levels of treasure and equipment sets with customizable options are offered to the character. The range of gear is similar to that of Starting Treasure Levels, referenced above. This allows characters to more quickly prepare their characters without having to necessarily pour through equipment lists and making a substantial number of purchases.&lt;br /&gt;
-Starting gear level 0: A little more than just clothing. The character will have to earn gear through play.&lt;br /&gt;
-Starting gear level 1: Very basic gear, such as leather protection and an iron or bronze weapon or two. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting gear level 2: Low-grade gear, such as basic iron or bronze protection and several iron weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting gear level 3: Mid-grade iron gear or low-grade steel protection and several steel weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Armor | &#039;&#039;&#039;ARMOR&#039;&#039;&#039;]]==&lt;br /&gt;
&#039;&#039;&#039;DAMAGE REDUCTION:&#039;&#039;&#039; If armor is available at character creation, it must be recorded on the character sheet. Each type of armor offers damage reduction versus most forms of damage. The amount of damage reduction for armor is found on the Armor Damage Reduction Table. Damage reduction is recorded as a minimum and maximum range of numbers for which dice are rolled to determine during combat. &lt;br /&gt;
&lt;br /&gt;
-For example, Mail Armor without any other form of protection (such as a padded gambeson worn underneath) awards 2-5 points of damage reduction. Mail armor worn over padding awards 4-8 of damage reduction. See the section on &amp;quot;Dice Conventions&amp;quot; to understand what dice may be used to determine the random amount of damage reduction. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CUMULATIVE PROTECTION:&#039;&#039;&#039; Reading the above, a reader will quickly realize that armored protection is cumulative, such as in the case of mail armor over the padded gambeson in the example. Know that the last number (the maximum damage reduction amount) is what was used to calculate the first (minimum) number. This was done by simply dividing the maximum number in half and rounding the fraction down. Knowing this, players can easily adjust random damage numbers when protection is increased, such as by means of magic spell, layering armor, donning shields, etc. &lt;br /&gt;
&lt;br /&gt;
-So, in the case of a character wearing mail armor over padding (D.R. 4-8) that is being protected by a spell that increases damage reduction by 5, the maximum amount would adjust up from 8 to a new amount of 13. The maximum of 13 divided in half to calculate the minimum amount of damage reduction. Half of 13 is 6.5: rounded down is 6. Thus, the new D.R. is 6-13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARMOR PENALTIES&#039;&#039;&#039;: Often with increased protection there comes hinderances caused by armor, such as reduced defense bonuses, slowed movement rate, and skill penalties. These penalties are from the weight and the form of the armor. Penalties can be reduced by wearing higher quality armor that is skillfully crafted; made of lighter and/or enchanted materials; gaining levels in related classes that train in armor; expending skill points in an appropriate skill that reduces the penalties; etc. The penalties and penalty reductions must be recorded in the associated spaces of the Character Worksheet. Such penalties can be found on the Armor Damage Reduction Table.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Weapons | &#039;&#039;&#039;WEAPONS&#039;&#039;&#039;]]==&lt;br /&gt;
Weapon statistics and player character bonuses are recorded on character weapon sheets. The following factors must be recorded in the weapon entry spaces.&lt;br /&gt;
* &#039;&#039;&#039;Weapon Type Name:&#039;&#039;&#039; Common terminology or nomenclature for the weapon&lt;br /&gt;
* &#039;&#039;&#039;Weapon Features:&#039;&#039;&#039; Each weapon has one or more features, such as &amp;quot;blade&amp;quot;, &amp;quot;top-spike&amp;quot;, &amp;quot;back-spike&amp;quot;, &amp;quot;hammer-face&amp;quot;, etc., each with corresponding damage, bonuses, etc. &lt;br /&gt;
* &#039;&#039;&#039;Character Bonus:&#039;&#039;&#039; Bonuses totaled on the Character Worksheet (ability score bonuses, etc.) along with any race or class bonuses.&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; Speed of the weapon, by feature, which determines what initiative segment that the weapon strikes upon, before any adjustments for winning or losing initiative are applied.&lt;br /&gt;
* &#039;&#039;&#039;Length:&#039;&#039;&#039; Length of the weapon, which determines the distance a weapon can nominally reach from a character&#039;s approximate position. Length helps determine if characters making initial contact with an enemy are awarded the ability to &#039;&#039;immediately&#039;&#039; strike or even striking &#039;&#039;first&#039;&#039; during charging situations. Length also helps determine if enough room is available for the weapon to be wielded, particularly in regard to overhead space.&lt;br /&gt;
* &#039;&#039;&#039;Damage:&#039;&#039;&#039; Damage that the weapon can inflict, by feature, prior to adding character bonuses or modifiers for Weapon Type vs. Armor Type considerations.&lt;br /&gt;
* &#039;&#039;&#039;Weapon vs. Armor Bonus/Penalty:&#039;&#039;&#039; These are damage modifiers used when the weapon strikes one of the four different general categories of armor. The categories are NONE, LEATHER, MAIL, and PLATE, with each group containing several types of historical and fantasy armor in each category. For example, while mail armor easily falls into the MAIL category, scale armor also falls under the MAIL category, due to it similarities in protective nature. &lt;br /&gt;
The specific armor types that are listed have been color coded to more easily recognize their armor category during play. The corresponding color category is found on the weapon section of the character sheets. Category &amp;amp; Color: NONE = pink; LEATHER = yellow; MAIL = blue; and PLATE = grey. In the scale armor example, being considered MAIL, it would fall under the blue color-coded area for the MAIL category.&lt;br /&gt;
* &#039;&#039;&#039;Range:&#039;&#039;&#039; The range of missile weapons is recorded in range increments that have cumulative penalties as the weapon is used versus targets that are farther away. Each increment beyond the first is a -2 penalty. There are 6 increments for most hurled weapons, and 11 increments for projectile or &#039;fired&#039; weapons, thus, up to a -10 for hurled weapons and up to -20 for most projectile weapons.&lt;br /&gt;
* &#039;&#039;&#039;Weight:&#039;&#039;&#039; Weight can be tracked for encumbrance considerations.&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Special or even common information regarding the weapon or its use can be detailed here. For examples, the penalty to speed for hurled weapons and bonuses for flails versus shields can be entered in the space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommendation:&#039;&#039;&#039; Drawing a simple sketch of the weapon in the margin, along with writing its length under it, helps to more easily spot the weapon on the character sheet and quickly know its length for weapon length comparisons for charging characters or character otherwise engaging in &#039;first contact&#039; with an enemy to determine who strikes immediately or first (See Weapon Length rules).&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Speed | &#039;&#039;&#039;SPEED&#039;&#039;&#039;]]==&lt;br /&gt;
Each character has a base speed for their racial type. Speed is modified downward by encumbrance, heavy or restrictive armor and shields; and may be adjusted upward by special class abilities or magic. Speed determines how far a character can move per segment in combat. Speed can be in actual feet when no combat grid is used; or in inches when a grid is used. The first number is the maximum distance when moving normally or rushing forward at the quickest, while the second number is the maximum distance moved during a charge. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grid Scale and Speed:&#039;&#039;&#039; There are a few scales that can be used when using a 1&amp;quot; grid and miniatures. In Storm &amp;amp; Steel, the default scales are:&lt;br /&gt;
* &#039;&#039;&#039;1&amp;quot; = 3-1/3&#039;:&#039;&#039;&#039; Every 3 squares are equal to 10&#039; This is the default suggested ground scale, as this allows three human-sized miniatures to easily stand abreast in a 10&#039; wide dungeon hall.&lt;br /&gt;
* &#039;&#039;&#039;1&amp;quot; = 5&#039;:&#039;&#039;&#039; When space is at a premium on the tabletop, this scale can help. However, this can cause a lot of clutter if three human-sized miniatures are standing abreast in a 10&#039; wide dungeon hall.&lt;br /&gt;
* &#039;&#039;&#039;1&amp;quot; = 10&#039;:&#039;&#039;&#039; Great for outdoor scenes, particularly if miniatures of a smaller scale are available.&lt;br /&gt;
&lt;br /&gt;
Moving the distance within the normal category doesn&#039;t change any die roll considerations; while charging awards a bonus to attack and damage but makes the charging character easier to strike. If a spear-like weapon is set into the ground versus a charging character and they are successfully struck, additional damage dice are rolled.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Jumping | &#039;&#039;&#039;JUMPING&#039;&#039;&#039;]]==&lt;br /&gt;
Jumping distances are typically a function of dexterity and of character height (in the case of high jumping), in addition to rolling a die. Jumping distances can be adjusted for race, special class abilities, skills, magic, and armor, shield, and encumbrance.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2280</id>
		<title>S&amp;S: Character Creation</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2280"/>
		<updated>2026-09-30T22:50:33Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[S&amp;amp;S: Getting Started | &#039;&#039;&#039;GETTING STARTED:&#039;&#039;&#039;]]== &lt;br /&gt;
The GameMaster should tell players which character [[S&amp;amp;S: Races | Races]] and [[S&amp;amp;S: Classes | Classes]] are available for play, and what level their characters will begin play at. By default, normal starting play in Storm &amp;amp; Steel begins at level zero: with level zero representing a character that is an inexperienced apprentice or otherwise progressing through their initial training in their new class.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Class &amp;amp; Race Combination Restrictions | &#039;&#039;&#039;CLASS &amp;amp; RACE COMBINATION RESTRICTIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Some classes may not be deemed suitable for use by some races, cultures, heritages, or even forbidden by some deities. Such unsuitable combinations are either viewed with distaste by the offended, not available in a milieu, or simply not possible to learn by that particular race due to some insurmountable incompatibility. If a character does somehow gain access to a restricted class, there may be consequences for their character, such as being shunned, attacked, or even hunted by opposing factions. It is suggested that GameMasters clearly declare the general consequences that might be incurred for engaging in the practice of a forbidden class before a character chooses it. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Occupations | &#039;&#039;&#039;OCCUPATIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Once the Race and Class are selected, an occupation may be decided for the character. Occupations are typically non-adventuring class careers that a player character has most likely learned prior to gaining an adventuring class. It&#039;s what player characters did - or do - for a living. One or more such trades are able to be selected or gained by rolling randomly on the character occupation table. Occupations may increase ability scores, award abilities and skills, and can be a source of income. A GameMaster may restrict the number of occupations characters have, if they wish; or can restrict the benefits of gaining more than one occupation. GameMasters may also rule that certain occupations are restricted from certain character races, classes, or other conditions in a way similar to how Class &amp;amp; Race Combination Restrictions are handled. The GameMaster is encouraged to allow players some freedom to use occupations to help develop good, solid character concepts. In any case, occupations are not required to be selected for characters, however, the benefits of having an occupation are fairly substantial.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Culture | &#039;&#039;&#039;CULTURE:&#039;&#039;&#039;]]== &lt;br /&gt;
If a player character is from a specific culture in the milieu, then they may be awarded benefits of that culture, or even restrictions, drawbacks, or quirks. Certain cultural benefits might include weapon proficiencies, skills, improved ability scores, etc. Restrictions and drawbacks might be class related (see above), limited deity choices, viewing certain creatures or cultures with disdain or malice, etc. Quirks may include a noticeable accent, preference for food items that are considered strange by other cultures, etc.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Heritage | &#039;&#039;&#039;HERITAGE:&#039;&#039;&#039;]]== &lt;br /&gt;
The heritage of a character includes what social class they are; family lineage, etc. Heritage can award similar benefits to that of culture, above; and in some cases, even the restrictions. A character&#039;s heritage may grant them the potential of wielding magic inherited through a family bloodline. Heritage typically can be selected, but in some cases may be randomly determined. Social class can award additional starting coin and even arms and armor. As with occupations and culture, it is typically optional.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Age | &#039;&#039;&#039;AGE:&#039;&#039;&#039;]]==&lt;br /&gt;
Storm &amp;amp; Steel characters can be of any normal age range possible for their race choice. The player can either make a random roll to determine age or choose the age they wish to play. When age is determined, the character receives modifiers to their ability scores to reflect changes they have gone through over the years. The changes are cumulatively applied to the character in the order they would have occurred, starting with &amp;quot;young adult&amp;quot; and proceeding up through the age categories until they reach their current age.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Rolling Ability Scores | &#039;&#039;&#039;ROLLING ABILITY SCORES&#039;&#039;&#039;]]==&lt;br /&gt;
* Method I: Roll for eight dice, discarding the lowest. Assign the seven scores where desired, applying modifiers for race, class, age, etc.. See below for complete die procedure.&lt;br /&gt;
* Method II: Roll two dice for each ability score, discarding the lowest. Scores are assigned to a specific ability as it&#039;s being rolled, applying modifiers for race, class, age, etc. See below for complete die procedure.&lt;br /&gt;
&lt;br /&gt;
In Storm &amp;amp; Steel, player characters are not assumed to be average as the normal inhabitants of the world are considered to be. Their abilities are not steered toward a middle of the road average - and are instead on a linear probability curve where the chances of rolling high are just as equal as rolling low or somewhere in between. As such, a single six-sided die is rolled for each ability score. Normal inhabitants of the world use a bell-curve as a result of averaging several dice. The complete procedure for die rolling is as follows:&lt;br /&gt;
&lt;br /&gt;
* a roll of 1 through 5 is kept and is considered the final roll for an ability score, before modifiers.&lt;br /&gt;
* a roll of 6 is considered an ability score of 0, and the roll must be repeated. If another 6 is rolled, the ability score of 0 then becomes a -1, and the roll must be repeated. If another 6 is rolled, the score of 0 becomes a -2; and so on, and so forth. Modifiers are applied to the score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOW SCORES:&#039;&#039;&#039; No ability score in the game may be lower than -5, and no player character can have an ability score less than -3. A GameMaster can choose to raise the lower-limit of player character scores from -3 to whatever minimum they wish. When raising it, exceptionally low rolls can either default to the minimum the GameMaster chose - or they can have the player re-roll the ability. Alternatively, the character could be considered hopeless and the GameMaster can have the player re-roll the entire set of ability scores, if they wish.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Combat Bonuses | &#039;&#039;&#039;COMBAT BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, there are several factors that assist in determining the success or failure when rolling a die to attack and damage an enemy. The primary factors for attacks are STRENGTH, DEXTERITY, and BASE COMBAT BONUS. Other related combat bonuses or penalties will be addressed elsewhere. &lt;br /&gt;
&lt;br /&gt;
Two main forms of physical attacks are MELEE and PROJECTILE attacks. Melee attack bonuses cover nearly all non-firing handheld weapons used in close combat that are used to thrust, slash, chop, bludgeon, etc. Projectile attack bonuses apply to weapons that launch projectiles, such as bows, crossbows, firearms, etc., but not hurled weapons. In Storm &amp;amp; Steel, hurled weapons share the same bonuses as Melee attacks even though they are a form of ranged weapons. The difference in game mechanics between &amp;quot;projectile&amp;quot; and &amp;quot;hurled&amp;quot; weapons in Storm &amp;amp; Steel is that weapons in the hurled weapons category rely on both Strength &amp;amp; Dexterity; and weapons in the missile category rely typically on Dexterity. The total of the bonuses applies to both ATTACK &#039;&#039;and&#039;&#039; DAMAGE rolls. The combat bonuses are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MELEE BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;HURLED BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MISSILE BONUS&#039;&#039;&#039; = Dexterity + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TWO HANDED WEAPON BONUS&#039;&#039;&#039; = Melee Bonus + 50% (round down)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXCEPTIONS TO NORMAL ATTACK &amp;amp; DAMAGE BONUSES:&#039;&#039;&#039; Characters that receive ATTACK FINESSE and ATTACK BRUTALITY as special combat training can elect to use their dexterity bonus instead of strength; or strength instead of dexterity for melee attacks when using appropriate weapons. Entries for Attack Finesse and Attack Brutality can be found on the Character Worksheet.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Defense Bonuses | &#039;&#039;&#039;DEFENSE BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, for every attack roll made by an attacker, a defense roll is made by the defender. There are several factors that determine success or failure of a defense roll. The primary factors for a defense roll are DEXTERITY, BASE DEFENSE BONUS, SHIELD BONUS, and ARMOR PENALTY. Other related defense bonuses and penalties will be addressed elsewhere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE DEFENSE BONUS&#039;&#039;&#039; = 1/2 of the character&#039;s Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
There are four types of defense recorded on character sheets. The first two main forms of defense for characters are &#039;&#039;&#039;defense with a shield&#039;&#039;&#039; and &#039;&#039;&#039;defense without a shield&#039;&#039;&#039;. In addition, both the &#039;&#039;&#039;defense vs. melee&#039;&#039;&#039; and &#039;&#039;&#039;defense vs. missile&#039;&#039;&#039; weapons must also be recorded each with and without a shield.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MELEE BONUS (NO SHIELD)&#039;&#039;&#039; = Dexterity (Dodge) + Dexterity (Parry) + Base Defense Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MISSILE BONUS (NO SHIELD)&#039;&#039;&#039; = Defense vs Melee Bonus / 2 (assumes missile parry penalty)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MELEE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MISSILE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus + (Shield Bonus again, if the shield is metal) - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OTHER DEFENSE BONUSES:&#039;&#039;&#039; Special class abilities, spells, and weapon &amp;amp; shield enchantments can also modify defense bonuses. Examples of special class abilities that modify defense bonuses are Dodge, Parry, Shield Defense, Missile Parrying, etc. There are blank spaces on the Character Worksheet to record these modifiers.&lt;br /&gt;
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==[[S&amp;amp;S: Skills | &#039;&#039;&#039;SKILLS&#039;&#039;&#039;]]==&lt;br /&gt;
For each rank a character has in a skill, the bonus is equal to +1 each. Strong boosts in skills may be achieved with &amp;quot;Skill Specialization&amp;quot;, which are worth 5 ranks. &amp;quot;Cornerstone Skills&amp;quot; are skills that are a crucial part of a character (i.e. musical instrument skills for bards, etc.) and are awarded as one rank at the current level and every new level, thereafter. Skill bonuses are also awarded for Professional Occupations at the level they are initiative possessed and every few levels, according to the class type or background.&lt;br /&gt;
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* Method I: Each character class receives many free skills and skill slots for which to either increase the ranks of existing skills or to add new ones. The GameMaster and player should work together to determine which skills on the Character Skill Sheet are to be given to the character at no slot cost, based on their specific race, class, occupation, culture, heritage, and other background considerations. Each of these categories award skills as mentioned above in the sections for each. These skills should be reviewed to determine if they should indeed be offered at no cost. Any skills that are desired but not deemed to be strongly and appropriately associated to the character&#039;s specific relationship within each category should be purchased with available skill slots. A Knight, for example, would likely not have any free Hiding skill slots, unless the character&#039;s particular background warrants it. &lt;br /&gt;
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After going through the Character Skill Sheet to determine free skills, the player may search through the complete skill list and propose other free or paid skills to the GameMaster for consideration. Final spell slots are then spent to either bolster existing skills or add new ones approved by the GameMaster.&lt;br /&gt;
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-Free skill slots are typically only at one rank. &lt;br /&gt;
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-Skill Specialization, Cornerstone Skills, and Professional Skills are also determined at character creation.&lt;br /&gt;
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* Method II: In lieu of awarding free skill ranks, apply the following: The character is awarded a specific number of skill slots and free skills in their specific race, class, occupation, culture, heritage, and background options descriptions. Classes give a number of skill slots that are awarded upon gaining a new level in the class and may be spent upon achieving the new level.&lt;br /&gt;
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&#039;&#039;&#039;SKILL VALUES AND PROGRESSION RATES:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;ONE SKILL RANK&#039;&#039;&#039; = +1&lt;br /&gt;
* &#039;&#039;&#039;SKILL SPECIALIZATION&#039;&#039;&#039; = +5&lt;br /&gt;
* &#039;&#039;&#039;CORNERSTONE SKILLS&#039;&#039;&#039; = +1 at current level, and +1 at every level, thereafter&lt;br /&gt;
* &#039;&#039;&#039;PROFESSIONAL OCCUPATION SKILLS&#039;&#039;&#039; = +1 every few levels (see specific class, race, background, profession, etc.)&lt;br /&gt;
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==[[S&amp;amp;S: Special Abilities | &#039;&#039;&#039;SPECIAL ABILITIES&#039;&#039;&#039;]]==&lt;br /&gt;
Special abilities are awarded to some character races and classes and should be recorded. As many such abilities are awarded as a character progresses in levels, it may be necessary to write down the intervals at which new abilities or ability increases are gained, for quick and easy reference.&lt;br /&gt;
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==[[S&amp;amp;S: Resistances | &#039;&#039;&#039;RESISTANCES&#039;&#039;&#039;]]==&lt;br /&gt;
Resistance to types of energy, magic, damage, or toxins are typically awarded to characters of specific unique races and classes, and should be recorded in the &amp;quot;Resistances, Immunities, and Saves&amp;quot; section of the character sheets. Any resistances not covered under the resistances list may be recorded in the blank lines immediately beneath.&lt;br /&gt;
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==[[S&amp;amp;S: Immunities | &#039;&#039;&#039;IMMUNITIES&#039;&#039;&#039;]]==&lt;br /&gt;
Immunity to types of energy, magic, damage, or toxins are typically awarded to characters of specific unique race and classes, and should be recorded in the &amp;quot;Resistances, Immunities, and Saves&amp;quot; section of the character sheets. Any immunities not covered under the resistances list may be recorded in the blank lines immediately beneath.&lt;br /&gt;
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==[[S&amp;amp;S: Saving Throws | &#039;&#039;&#039;SAVING THROWS&#039;&#039;&#039;]]==&lt;br /&gt;
Saving throw bonuses or penalties to types of energy, magic, damage, or toxins are typically awarded to characters of specific unique race and classes, and should be recorded in the &amp;quot;Resistances, Immunities, and Saves&amp;quot; section of the character sheets. Any saving throw categories not covered under the resistances list may be recorded in the blank lines immediately beneath.&lt;br /&gt;
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==[[S&amp;amp;S: Starting Treasure | &#039;&#039;&#039;STARTING TREASURE&#039;&#039;&#039;]]==&lt;br /&gt;
GameMasters will have to decide what level of treasure that characters will begin with. There are four factors and one option that determine starting treasure for new characters:&lt;br /&gt;
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* &#039;&#039;&#039;SOCIAL CLASS:&#039;&#039;&#039; Social class determined during the heritage stage of character creation may offer additional starting treasure. In some cases, a social class can effectively award gear upgrades without needing to add a substantial amount of treasure to the character, such as automatically upgrading any iron gear purchased to steel.&lt;br /&gt;
* &#039;&#039;&#039;CLASS:&#039;&#039;&#039; Each class has its own starting treasure levels and list under its description.&lt;br /&gt;
* &#039;&#039;&#039;STARTING TREASURE LEVEL:&#039;&#039;&#039; The GameMaster chooses what treasure level characters begin at. Each level has a random amount found in the class description. &lt;br /&gt;
-Starting treasure level 0: Likely has little more than the clothes on their back and will have to earn any substantial gear, thereafter. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting treasure level 1: Likely has enough to purchase very basic gear, such as leather protection and an iron or bronze weapon or two. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting treasure level 2: Likely has enough to purchase low-grade gear, such as basic iron or bronze protection and several iron weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting treasure level 3: Likely has enough to purchase mid-grade iron gear or low-grade steel protection and several steel weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CLASS LEVEL:&#039;&#039;&#039; The level of the character, plus one, is multiplied times the treasure amount. Thus, starting treasure at 0th level is multiplied times one, 1st level is times two, etc.&lt;br /&gt;
&#039;&#039;&#039;BASIC STARTING GEAR OPTION:&#039;&#039;&#039; Pregenerated levels of treasure and equipment sets with customizable options are offered to the character. The range of gear is similar to that of Starting Treasure Levels, referenced above. This allows characters to more quickly prepare their characters without having to necessarily pour through equipment lists and making a substantial number of purchases.&lt;br /&gt;
-Starting gear level 0: A little more than just clothing. The character will have to earn gear through play.&lt;br /&gt;
-Starting gear level 1: Very basic gear, such as leather protection and an iron or bronze weapon or two. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting gear level 2: Low-grade gear, such as basic iron or bronze protection and several iron weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting gear level 3: Mid-grade iron gear or low-grade steel protection and several steel weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
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==[[S&amp;amp;S: Armor | &#039;&#039;&#039;ARMOR&#039;&#039;&#039;]]==&lt;br /&gt;
&#039;&#039;&#039;DAMAGE REDUCTION:&#039;&#039;&#039; If armor is available at character creation, it must be recorded on the character sheet. Each type of armor offers damage reduction versus most forms of damage. The amount of damage reduction for armor is found on the Armor Damage Reduction Table. Damage reduction is recorded as a minimum and maximum range of numbers for which dice are rolled to determine during combat. &lt;br /&gt;
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-For example, Mail Armor without any other form of protection (such as a padded gambeson worn underneath) awards 2-5 points of damage reduction. Mail armor worn over padding awards 4-8 of damage reduction. See the section on &amp;quot;Dice Conventions&amp;quot; to understand what dice may be used to determine the random amount of damage reduction. &lt;br /&gt;
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&#039;&#039;&#039;CUMULATIVE PROTECTION:&#039;&#039;&#039; Reading the above, a reader will quickly realize that armored protection is cumulative, such as in the case of mail armor over the padded gambeson in the example. Know that the last number (the maximum damage reduction amount) is what was used to calculate the first (minimum) number. This was done by simply dividing the maximum number in half and rounding the fraction down. Knowing this, players can easily adjust random damage numbers when protection is increased, such as by means of magic spell, layering armor, donning shields, etc. &lt;br /&gt;
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-So, in the case of a character wearing mail armor over padding (D.R. 4-8) that is being protected by a spell that increases damage reduction by 5, the maximum amount would adjust up from 8 to a new amount of 13. The maximum of 13 divided in half to calculate the minimum amount of damage reduction. Half of 13 is 6.5: rounded down is 6. Thus, the new D.R. is 6-13.&lt;br /&gt;
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&#039;&#039;&#039;ARMOR PENALTIES&#039;&#039;&#039;: Often with increased protection there comes hinderances caused by armor, such as reduced defense bonuses, slowed movement rate, and skill penalties. These penalties are from the weight and the form of the armor. Penalties can be reduced by wearing higher quality armor that is skillfully crafted; made of lighter and/or enchanted materials; gaining levels in related classes that train in armor; expending skill points in an appropriate skill that reduces the penalties; etc. The penalties and penalty reductions must be recorded in the associated spaces of the Character Worksheet. Such penalties can be found on the Armor Damage Reduction Table.&lt;br /&gt;
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==[[S&amp;amp;S: Weapons | &#039;&#039;&#039;WEAPONS&#039;&#039;&#039;]]==&lt;br /&gt;
Weapon statistics and player character bonuses are recorded on character weapon sheets. The following factors must be recorded in the weapon entry spaces.&lt;br /&gt;
* &#039;&#039;&#039;Weapon Type Name:&#039;&#039;&#039; Common terminology or nomenclature for the weapon&lt;br /&gt;
* &#039;&#039;&#039;Weapon Features:&#039;&#039;&#039; Each weapon has one or more features, such as &amp;quot;blade&amp;quot;, &amp;quot;top-spike&amp;quot;, &amp;quot;back-spike&amp;quot;, &amp;quot;hammer-face&amp;quot;, etc., each with corresponding damage, bonuses, etc. &lt;br /&gt;
* &#039;&#039;&#039;Character Bonus:&#039;&#039;&#039; Bonuses totaled on the Character Worksheet (ability score bonuses, etc.) along with any race or class bonuses.&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; Speed of the weapon, by feature, which determines what initiative segment that the weapon strikes upon, before any adjustments for winning or losing initiative are applied.&lt;br /&gt;
* &#039;&#039;&#039;Length:&#039;&#039;&#039; Length of the weapon, which determines the distance a weapon can nominally reach from a character&#039;s approximate position. Length helps determine if characters making initial contact with an enemy are awarded the ability to &#039;&#039;immediately&#039;&#039; strike or even striking &#039;&#039;first&#039;&#039; during charging situations. Length also helps determine if enough room is available for the weapon to be wielded, particularly in regard to overhead space.&lt;br /&gt;
* &#039;&#039;&#039;Damage:&#039;&#039;&#039; Damage that the weapon can inflict, by feature, prior to adding character bonuses or modifiers for Weapon Type vs. Armor Type considerations.&lt;br /&gt;
* &#039;&#039;&#039;Weapon vs. Armor Bonus/Penalty:&#039;&#039;&#039; These are damage modifiers used when the weapon strikes one of the four different general categories of armor. The categories are NONE, LEATHER, MAIL, and PLATE, with each group containing several types of historical and fantasy armor in each category. For example, while mail armor easily falls into the MAIL category, scale armor also falls under the MAIL category, due to it similarities in protective nature. &lt;br /&gt;
The specific armor types that are listed have been color coded to more easily recognize their armor category during play. The corresponding color category is found on the weapon section of the character sheets. Category &amp;amp; Color: NONE = pink; LEATHER = yellow; MAIL = blue; and PLATE = grey. In the scale armor example, being considered MAIL, it would fall under the blue color-coded area for the MAIL category.&lt;br /&gt;
* &#039;&#039;&#039;Range:&#039;&#039;&#039; The range of missile weapons is recorded in range increments that have cumulative penalties as the weapon is used versus targets that are farther away. Each increment beyond the first is a -2 penalty. There are 6 increments for most hurled weapons, and 11 increments for projectile or &#039;fired&#039; weapons, thus, up to a -10 for hurled weapons and up to -20 for most projectile weapons.&lt;br /&gt;
* &#039;&#039;&#039;Weight:&#039;&#039;&#039; Weight can be tracked for encumbrance considerations.&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Special or even common information regarding the weapon or its use can be detailed here. For examples, the penalty to speed for hurled weapons and bonuses for flails versus shields can be entered in the space.&lt;br /&gt;
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&#039;&#039;&#039;Recommendation:&#039;&#039;&#039; Drawing a simple sketch of the weapon in the margin, along with writing its length under it, helps to more easily spot the weapon on the character sheet and quickly know its length for weapon length comparisons for charging characters or character otherwise engaging in &#039;first contact&#039; with an enemy to determine who strikes immediately or first (See Weapon Length rules).&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2279</id>
		<title>Storm &amp; Steel</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2279"/>
		<updated>2026-09-30T11:16:16Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
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&lt;div&gt;&amp;lt;strong&amp;gt; The new roleplaying system and world created by genius artist Steven Hill&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size:24pt&amp;quot;&amp;gt;Storm &amp;amp; Steel&amp;lt;/span&amp;gt;&lt;br /&gt;
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Storm &amp;amp; Steel is a medieval fantasy adventure roleplaying game system where players create custom characters that can master magic and combat to make their way through a dangerous world filled with monstrosities, supernatural perils, and deadly combatants. While many of its elements are both familiar and unique to fantasy roleplaying, its robust combat system is new and intuitive.&lt;br /&gt;
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&#039;&#039;&#039;How to use this Wiki:&#039;&#039;&#039;&lt;br /&gt;
Many entries are populated on a list seen in a block at the left, such as the block seen immediately beneath this entry. Clicking on a subject in the block will automatically scroll you down the page to a corresponding entry with a title in large print. The title in large print is a clickable link that will direct you to a separate page with more specific information and perhaps additional important links.&lt;br /&gt;
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==[[S&amp;amp;S: The Persona | &#039;&#039;&#039;The Persona&#039;&#039;&#039;]]==&lt;br /&gt;
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The persona is what the world sees - and does not see - as a player controls their character. It is more than the sum of their attributes, powers, abilities, possessions, and other character defining things: it is their personality, traits, quirks, goals, drive, and personal choices that truly define the character. &lt;br /&gt;
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==[[S&amp;amp;S: Character Creation | &#039;&#039;&#039;Character Creation&#039;&#039;&#039;]]==&lt;br /&gt;
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Character creation is a cooperative creative process done together with both the guidance of the GameMaster and the Player to bring the necessary pieces of the character together. While a self-guided process will be provided for players to design characters, a hands-on approach by GameMasters is &#039;&#039;more&#039;&#039; desirable to ensure a better fit into the GameMaster&#039;s customized milieu. A set of [[character sheets | character sheets]] will be provided along with the steps needed to fill them.&lt;br /&gt;
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==[[S&amp;amp;S: The Ability Scores | &#039;&#039;&#039;The Ability Scores&#039;&#039;&#039;]]==&lt;br /&gt;
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A character&#039;s physical and mental attributes are numerically defined by seven ability scores determined by random rolls adjusted by modifiers from race, class, occupations, etc. The value of each ability score represents the &#039;&#039;actual&#039;&#039; bonus or penalty awarded for the attribute. The scores (-1, 0, +1, +2, etc.) are recorded in required places on [[character sheets | character sheets]] throughout the character making process.&lt;br /&gt;
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==[[S&amp;amp;S: Races | &#039;&#039;&#039;Races&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and familiar playable fantasy races that can be chosen by players. However, the GameMaster may adjust the available choices to fit their particular milieu. Many races have special abilities and modifiers to physical and mental attributes. Each available choice can be a unique roleplaying experience.&lt;br /&gt;
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==[[S&amp;amp;S: Classes | &#039;&#039;&#039;Classes&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and common playable fantasy classes that can be chosen by players. However, much like with the races, the Gamemaster may decide which are available within their particular milieu. &lt;br /&gt;
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==[[Occupations, Heritage, and Culture | &#039;&#039;&#039;Occupations, Heritage, and Culture&#039;&#039;&#039;]]==&lt;br /&gt;
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Occupations, Heritage, and Culture are character defining details in Storm &amp;amp; Steel. They often offer advantages (and sometimes restrictions, in the cases of some Heritage and Culture options) based on a character&#039;s background. They can be selected or rolled randomly. A GameMaster&#039;s milieu may determine where such background options are available.&lt;br /&gt;
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==[[S&amp;amp;S: Skills | &#039;&#039;&#039;Skills&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel offers a great number of skills that are typically not directly related to combat. These are often garnered from classes, race, occupations, heritage, culture, background, and the general imagination of the player. &lt;br /&gt;
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* Storm &amp;amp; Steel generally offers skills &#039;&#039;freely&#039;&#039; where proper but allows the possibility of gaining skills not associated with the forementioned sources above. This is only if deemed available by the GameMaster and special Skill Points are spent. Skill Points not spent on adding otherwise unassociated skills can be used to bolster character skills. &lt;br /&gt;
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* A Skill Point system is offered for GameMasters who have a &amp;quot;hands-off&amp;quot; approach to skill determination.&lt;br /&gt;
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==[[S&amp;amp;S: Combat | &#039;&#039;&#039;Combat&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel offers a robust, strategic combat system guided by a uniquely intuitive movement and initiative system - where the action and combat momentum is continuous! &lt;br /&gt;
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* Every round of combat is divided into segments in which every character can move throughout the round, even when it&#039;s not their turn to attack. This means every player has something to do on every segment, if they choose. The ebb and flow of combat is easy to follow and intuitive as it plays out on the tabletop. The system rids for the need of clunky, non-immersive rules and feels less &#039;gamey&#039;. Even new players are typically more decisive and less likely to be struck with &#039;decision paralysis&#039;. At the same time, this movement system is quick and easy!&lt;br /&gt;
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* Attacks: Attackers roll dice to attack.&lt;br /&gt;
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* Defense: Defenders roll dice to defend.&lt;br /&gt;
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* Attackers roll dice for damage if successfully striking.&lt;br /&gt;
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* Defenders roll dice for Damage Reduction awarded by their armor and magical protections.&lt;br /&gt;
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==[[S&amp;amp;S: Weapons | &#039;&#039;&#039;Weapons&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel offers a system (including additional optional systems) where weapon choices are meaningful. &lt;br /&gt;
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* Shorter, faster weapons will improve chances to attack sooner but will typically score less damage.&lt;br /&gt;
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* Longer, slower weapon will impair chances to attack sooner but will typically score more damage.&lt;br /&gt;
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* Longer weapons, in general, will allow a wielder to strike an opponent with a shorter weapon &#039;&#039;immediately&#039;&#039; when making &#039;&#039;first&#039;&#039; contact.&lt;br /&gt;
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* Storm &amp;amp; Steel rules recognize the advantage and disadvantage of weapon designs versus armor (or lack thereof) and awards attractive bonuses and reasonable penalties for their use. While there are many armor choices in Storm &amp;amp; Steel, there are only four major armor categories to consider when dealing with weapon types versus armor types: so, the weapon bonuses are quick &amp;amp; easy to use.&lt;br /&gt;
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==[[S&amp;amp;S: Armor | &#039;&#039;&#039;Armor&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel offers a great assortment of historical and fantasy armor types, each with their own numerical value that reduces damage scored against the wearer. While more protective heavy armor can reduce movement and Defense bonuses due to weight and mobility considerations, the Damage Reduction may outweigh being struck more often. Shields in Storm &amp;amp; Steel offer Defense bonuses based on their size and award some damage reduction. Metal shields award further bonuses versus ranged weapons. Metal shields, as well as larger shields, do however reduce movement.&lt;br /&gt;
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==[[S&amp;amp;S: Powers | &#039;&#039;&#039;Powers&#039;&#039;&#039;]]==&lt;br /&gt;
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Powers are magical abilities that often have similar effects to that of magic spells but often without the necessity of an incantation to present the power. They are typically wielded by adventuring classes and magical creatures, or found in magical treasures.&lt;br /&gt;
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==[[S&amp;amp;S: Spells | &#039;&#039;&#039;Spells&#039;&#039;&#039;]]==&lt;br /&gt;
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Spells are typically created by incantations designed to release some form of magical energy or effect. Sometimes they are a form of magical super-science that follow certain laws of the magical universe, much like the laws of mundane science. Sometimes the spells were created by mighty supernatural beings and gods and left to be used for all-time to those that can fathom them and wield them. Some spells are granted directly by supernatural beings and gods directly, either with or without worship or devotion. When worship is required, the magic spells are considered truly divine.&lt;br /&gt;
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* In Storm &amp;amp; Steel, many creatures are not able to innately perform magic spells even when they have the means to train: for magical power is something that one is either born with or granted by a master who &#039;loans&#039; such power during an apprenticeship. When an apprenticeship is deemed over, the master may either permanently grant the apprentice the power or withhold such permanence.&lt;br /&gt;
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* The magical power needed to cast magic spells is a power that is spiritually found inside the body of one who has either inherited it from one or both parents - or given by a master (see above). The power found within is of a specific type, and by default, will not allow the creature to otherwise cast spells not associated with the magical type. Thus, a spellcaster who for example manipulates Force Magic may not be able to create magic fire, nor create undead. While many spellcasting classes may have similar spells, the effects may vary by class. A Force Master may have a stronger Force barrier that lasts longer than a Wizard who casts the same basic spell, for example.&lt;br /&gt;
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* The Storm &amp;amp; Steel magic system typically awards spellcasters pools of personal magic energy, usually in the form of Spell Points. Such pools of magical energy are totaled separately when more than one type of spellcasting is known.&lt;br /&gt;
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==[[S&amp;amp;S: War Machines, Mounts, and Transports | &#039;&#039;&#039;War Machines, Mounts, and Transports&#039;&#039;&#039;]]==&lt;br /&gt;
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War machines, mounts, and transports can be found both in magical and mundane forms; as well as living, undead, and golem-like construction. Many specific examples are typically only found in certain parts of The World, produced by specific races, cultures, religions, factions, guilds, cities, or classes.&lt;br /&gt;
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==[[S&amp;amp;S: Treasures of the World | &#039;&#039;&#039;Treasures of the World&#039;&#039;&#039;]]==&lt;br /&gt;
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Treasures great and small can be discovered, conquered, earned, or made!&lt;br /&gt;
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==[[S&amp;amp;S: Enchanted Treasures and Creations of Power | &#039;&#039;&#039;Enchanted Treasures and Creations of Power&#039;&#039;&#039;]]==&lt;br /&gt;
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Magical treasures, whether minor and mighty, are the creations of spellcasters, creatures, magical beings, and gods. Famed spellcasters, races, religions, countries, and cities often have their own magical specialties, often produced exclusively. Their secrets and magical resources are often zealously guarded!&lt;br /&gt;
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==[[S&amp;amp;S: Dungeoneering and Wilderness Adventuring | &#039;&#039;&#039;Dungeoneering and Wilderness Adventuring&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel details dungeon encounters and trappings, as well as rules for dungeoneering and survival equipment for dungeon and overland adventures. Also provided are rulings to help easily track time and movement during adventures, whether a dungeon crawl or wilderness trek. &lt;br /&gt;
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==[[S&amp;amp;S: Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs | &#039;&#039;&#039;Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs&#039;&#039;&#039;]]==&lt;br /&gt;
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Encounters are the backbone of a robust adventuring world. Storm &amp;amp; Steel details common and rare creatures of all levels of danger and adventure.  &lt;br /&gt;
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==[[S&amp;amp;S: The World | &#039;&#039;&#039;The World&#039;&#039;&#039;]]==&lt;br /&gt;
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While Storm &amp;amp; Steel is easily adapted to any fantasy world, it has its own world rich with life and magic! In it, great empires hammer and claw each other, while multitudes of kingdoms and magic realms feud. Unique varieties of the races of humans exist in sprawling, breathtaking realms, replete with their own distinctive and unrivaled architecture, magical innovations, and weapons of war. Powerful elven kingdoms heartily resist the changing world while dwarves thrive in their mountain citadels of stone and iron and underground civilizations, eagerly battling giants, dragons, and monstrous armies in unending wars. Mighty and old civilizations of both the living and the undead are endlessly at destructive odds. Great swaths of twisted living lands ooze and writhe as supernatural, wicked terrors issue forth from living chasms and hopelessly deep shifting caverns. Dragons and Draconians control vast lands of sprawling empires. Titans and Colossi thunder across distant lands, adversaries to the draconic empires. The rotting dead Colossi, seemingly disinterested with the rest of the world, guard long dead ancient civilizations and places of great power where only the mightiest of heroes and beings would dare venture. Throughout the world, the gods and other powerful divine and supernatural beings dwell, directly influencing those they seek to rule and those they seek to ruin!&lt;br /&gt;
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==[[S&amp;amp;S: The Divinity and Other Great Powers | &#039;&#039;&#039;The Divinity and Other Great Powers&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
In the World of Storm &amp;amp; Steel, many divine beings, gods and god-like beings of great power dwell among mortals! These mighty beings can be found all over the world. Some are hidden or secluded, while others exist in plain sight of both worshippers and enemies!&lt;br /&gt;
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==[[S&amp;amp;S: Dice Conventions | &#039;&#039;&#039;Dice Conventions&#039;&#039;&#039;]]==&lt;br /&gt;
The Storm &amp;amp; Steel game system contains ranges of random numbers that typically must be generated by die rolls. In some cases, the choice of dice to generate the random number range may not be obvious. This section seeks to demystify how to generate such die rolls.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2278</id>
		<title>S&amp;S: Character Creation</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2278"/>
		<updated>2026-09-30T10:53:46Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[S&amp;amp;S: Getting Started | &#039;&#039;&#039;GETTING STARTED:&#039;&#039;&#039;]]== &lt;br /&gt;
The GameMaster should tell players which character [[S&amp;amp;S: Races | Races]] and [[S&amp;amp;S: Classes | Classes]] are available for play, and what level their characters will begin play at. By default, normal starting play in Storm &amp;amp; Steel begins at level zero: with level zero representing a character that is an inexperienced apprentice or otherwise progressing through their initial training in their new class.&lt;br /&gt;
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==[[S&amp;amp;S: Class &amp;amp; Race Combination Restrictions | &#039;&#039;&#039;CLASS &amp;amp; RACE COMBINATION RESTRICTIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Some classes may not be deemed suitable for use by some races, cultures, heritages, or even forbidden by some deities. Such unsuitable combinations are either viewed with distaste by the offended, not available in a milieu, or simply not possible to learn by that particular race due to some insurmountable incompatibility. If a character does somehow gain access to a restricted class, there may be consequences for their character, such as being shunned, attacked, or even hunted by opposing factions. It is suggested that GameMasters clearly declare the general consequences that might be incurred for engaging in the practice of a forbidden class before a character chooses it. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Occupations | &#039;&#039;&#039;OCCUPATIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Once the Race and Class are selected, an occupation may be decided for the character. Occupations are typically non-adventuring class careers that a player character has most likely learned prior to gaining an adventuring class. It&#039;s what player characters did - or do - for a living. One or more such trades are able to be selected or gained by rolling randomly on the character occupation table. Occupations may increase ability scores, award abilities and skills, and can be a source of income. A GameMaster may restrict the number of occupations characters have, if they wish; or can restrict the benefits of gaining more than one occupation. GameMasters may also rule that certain occupations are restricted from certain character races, classes, or other conditions in a way similar to how Class &amp;amp; Race Combination Restrictions are handled. The GameMaster is encouraged to allow players some freedom to use occupations to help develop good, solid character concepts. In any case, occupations are not required to be selected for characters, however, the benefits of having an occupation are fairly substantial.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Culture | &#039;&#039;&#039;CULTURE:&#039;&#039;&#039;]]== &lt;br /&gt;
If a player character is from a specific culture in the milieu, then they may be awarded benefits of that culture, or even restrictions, drawbacks, or quirks. Certain cultural benefits might include weapon proficiencies, skills, improved ability scores, etc. Restrictions and drawbacks might be class related (see above), limited deity choices, viewing certain creatures or cultures with disdain or malice, etc. Quirks may include a noticeable accent, preference for food items that are considered strange by other cultures, etc.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Heritage | &#039;&#039;&#039;HERITAGE:&#039;&#039;&#039;]]== &lt;br /&gt;
The heritage of a character includes what social class they are; family lineage, etc. Heritage can award similar benefits to that of culture, above; and in some cases, even the restrictions. A character&#039;s heritage may grant them the potential of wielding magic inherited through a family bloodline. Heritage typically can be selected, but in some cases may be randomly determined. Social class can award additional starting coin and even arms and armor. As with occupations and culture, it is typically optional.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Age | &#039;&#039;&#039;AGE:&#039;&#039;&#039;]]==&lt;br /&gt;
Storm &amp;amp; Steel characters can be of any normal age range possible for their race choice. The player can either make a random roll to determine age or choose the age they wish to play. When age is determined, the character receives modifiers to their ability scores to reflect changes they have gone through over the years. The changes are cumulatively applied to the character in the order they would have occurred, starting with &amp;quot;young adult&amp;quot; and proceeding up through the age categories until they reach their current age.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Rolling Ability Scores | &#039;&#039;&#039;ROLLING ABILITY SCORES&#039;&#039;&#039;]]==&lt;br /&gt;
* Method I: Roll for eight dice, discarding the lowest. Assign the seven scores where desired, applying modifiers for race, class, age, etc.. See below for complete die procedure.&lt;br /&gt;
* Method II: Roll two dice for each ability score, discarding the lowest. Scores are assigned to a specific ability as it&#039;s being rolled, applying modifiers for race, class, age, etc. See below for complete die procedure.&lt;br /&gt;
&lt;br /&gt;
In Storm &amp;amp; Steel, player characters are not assumed to be average as the normal inhabitants of the world are considered to be. Their abilities are not steered toward a middle of the road average - and are instead on a linear probability curve where the chances of rolling high are just as equal as rolling low or somewhere in between. As such, a single six-sided die is rolled for each ability score. Normal inhabitants of the world use a bell-curve as a result of averaging several dice. The complete procedure for die rolling is as follows:&lt;br /&gt;
&lt;br /&gt;
* a roll of 1 through 5 is kept and is considered the final roll for an ability score, before modifiers.&lt;br /&gt;
* a roll of 6 is considered an ability score of 0, and the roll must be repeated. If another 6 is rolled, the ability score of 0 then becomes a -1, and the roll must be repeated. If another 6 is rolled, the score of 0 becomes a -2; and so on, and so forth. Modifiers are applied to the score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOW SCORES:&#039;&#039;&#039; No ability score in the game may be lower than -5, and no player character can have an ability score less than -3. A GameMaster can choose to raise the lower-limit of player character scores from -3 to whatever minimum they wish. When raising it, exceptionally low rolls can either default to the minimum the GameMaster chose - or they can have the player re-roll the ability. Alternatively, the character could be considered hopeless and the GameMaster can have the player re-roll the entire set of ability scores, if they wish.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Combat Bonuses | &#039;&#039;&#039;COMBAT BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, there are several factors that assist in determining the success or failure when rolling a die to attack and damage an enemy. The primary factors for attacks are STRENGTH, DEXTERITY, and BASE COMBAT BONUS. Other related combat bonuses or penalties will be addressed elsewhere. &lt;br /&gt;
&lt;br /&gt;
Two main forms of physical attacks are MELEE and PROJECTILE attacks. Melee attack bonuses cover nearly all non-firing handheld weapons used in close combat that are used to thrust, slash, chop, bludgeon, etc. Projectile attack bonuses apply to weapons that launch projectiles, such as bows, crossbows, firearms, etc., but not hurled weapons. In Storm &amp;amp; Steel, hurled weapons share the same bonuses as Melee attacks even though they are a form of ranged weapons. The difference in game mechanics between &amp;quot;projectile&amp;quot; and &amp;quot;hurled&amp;quot; weapons in Storm &amp;amp; Steel is that weapons in the hurled weapons category rely on both Strength &amp;amp; Dexterity; and weapons in the missile category rely typically on Dexterity. The total of the bonuses applies to both ATTACK &#039;&#039;and&#039;&#039; DAMAGE rolls. The combat bonuses are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MELEE BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;HURLED BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MISSILE BONUS&#039;&#039;&#039; = Dexterity + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TWO HANDED WEAPON BONUS&#039;&#039;&#039; = Melee Bonus + 50% (round down)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXCEPTIONS TO NORMAL ATTACK &amp;amp; DAMAGE BONUSES:&#039;&#039;&#039; Characters that receive ATTACK FINESSE and ATTACK BRUTALITY as special combat training can elect to use their dexterity bonus instead of strength; or strength instead of dexterity for melee attacks when using appropriate weapons. Entries for Attack Finesse and Attack Brutality can be found on the Character Worksheet.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Defense Bonuses | &#039;&#039;&#039;DEFENSE BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, for every attack roll made by an attacker, a defense roll is made by the defender. There are several factors that determine success or failure of a defense roll. The primary factors for a defense roll are DEXTERITY, BASE DEFENSE BONUS, SHIELD BONUS, and ARMOR PENALTY. Other related defense bonuses and penalties will be addressed elsewhere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE DEFENSE BONUS&#039;&#039;&#039; = 1/2 of the character&#039;s Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
There are four types of defense recorded on character sheets. The first two main forms of defense for characters are &#039;&#039;&#039;defense with a shield&#039;&#039;&#039; and &#039;&#039;&#039;defense without a shield&#039;&#039;&#039;. In addition, both the &#039;&#039;&#039;defense vs. melee&#039;&#039;&#039; and &#039;&#039;&#039;defense vs. missile&#039;&#039;&#039; weapons must also be recorded each with and without a shield.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MELEE BONUS (NO SHIELD)&#039;&#039;&#039; = Dexterity (Dodge) + Dexterity (Parry) + Base Defense Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MISSILE BONUS (NO SHIELD)&#039;&#039;&#039; = Defense vs Melee Bonus / 2 (assumes missile parry penalty)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MELEE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MISSILE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus + (Shield Bonus again, if the shield is metal) - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OTHER DEFENSE BONUSES:&#039;&#039;&#039; Special class abilities, spells, and weapon &amp;amp; shield enchantments can also modify defense bonuses. Examples of special class abilities that modify defense bonuses are Dodge, Parry, Shield Defense, Missile Parrying, etc. There are blank spaces on the Character Worksheet to record these modifiers.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Skills | &#039;&#039;&#039;SKILLS&#039;&#039;&#039;]]==&lt;br /&gt;
For each rank a character has in a skill, the bonus is equal to +1 each. Strong boosts in skills may be achieved with &amp;quot;Skill Specialization&amp;quot;, which are worth 5 ranks. &amp;quot;Cornerstone Skills&amp;quot; are skills that are a crucial part of a character (i.e. musical instrument skills for bards, etc.) and are awarded as one rank at the current level and every new level, thereafter. Skill bonuses are also awarded for Professional Occupations at the level they are initiative possessed and every few levels, according to the class type or background.&lt;br /&gt;
&lt;br /&gt;
* Method I: Each character class receives many free skills and skill slots for which to either increase the ranks of existing skills or to add new ones. The GameMaster and player should work together to determine which skills on the Character Skill Sheet are to be given to the character at no slot cost, based on their specific race, class, occupation, culture, heritage, and other background considerations. Each of these categories award skills as mentioned above in the sections for each. These skills should be reviewed to determine if they should indeed be offered at no cost. Any skills that are desired but not deemed to be strongly and appropriately associated to the character&#039;s specific relationship within each category should be purchased with available skill slots. A Knight, for example, would likely not have any free Hiding skill slots, unless the character&#039;s particular background warrants it. &lt;br /&gt;
&lt;br /&gt;
After going through the Character Skill Sheet to determine free skills, the player may search through the complete skill list and propose other free or paid skills to the GameMaster for consideration. Final spell slots are then spent to either bolster existing skills or add new ones approved by the GameMaster.&lt;br /&gt;
&lt;br /&gt;
-Free skill slots are typically only at one rank. &lt;br /&gt;
&lt;br /&gt;
-Skill Specialization, Cornerstone Skills, and Professional Skills are also determined at character creation.&lt;br /&gt;
&lt;br /&gt;
* Method II: In lieu of awarding free skill ranks, apply the following: The character is awarded a specific number of skill slots and free skills in their specific race, class, occupation, culture, heritage, and background options descriptions. Classes give a number of skill slots that are awarded upon gaining a new level in the class and may be spent upon achieving the new level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILL VALUES AND PROGRESSION RATES:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;ONE SKILL RANK&#039;&#039;&#039; = +1&lt;br /&gt;
* &#039;&#039;&#039;SKILL SPECIALIZATION&#039;&#039;&#039; = +5&lt;br /&gt;
* &#039;&#039;&#039;CORNERSTONE SKILLS&#039;&#039;&#039; = +1 at current level, and +1 at every level, thereafter&lt;br /&gt;
* &#039;&#039;&#039;PROFESSIONAL OCCUPATION SKILLS&#039;&#039;&#039; = +1 every few levels (see specific class, race, background, profession, etc.)&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Special Abilities | &#039;&#039;&#039;SPECIAL ABILITIES&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Resistances | &#039;&#039;&#039;RESISTANCES&#039;&#039;&#039;]]==&lt;br /&gt;
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==[[S&amp;amp;S: Immunities | &#039;&#039;&#039;IMMUNITIES&#039;&#039;&#039;]]==&lt;br /&gt;
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==[[S&amp;amp;S: Saving Throws | &#039;&#039;&#039;SAVING THROWS&#039;&#039;&#039;]]==&lt;br /&gt;
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==[[S&amp;amp;S: Starting Treasure | &#039;&#039;&#039;STARTING TREASURE&#039;&#039;&#039;]]==&lt;br /&gt;
GameMasters will have to decide what level of treasure that characters will begin with. There are four factors and one option that determine starting treasure for new characters:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SOCIAL CLASS:&#039;&#039;&#039; Social class determined during the heritage stage of character creation may offer additional starting treasure. In some cases, a social class can effectively award gear upgrades without needing to add a substantial amount of treasure to the character, such as automatically upgrading any iron gear purchased to steel.&lt;br /&gt;
* &#039;&#039;&#039;CLASS:&#039;&#039;&#039; Each class has its own starting treasure levels and list under its description.&lt;br /&gt;
* &#039;&#039;&#039;STARTING TREASURE LEVEL:&#039;&#039;&#039; The GameMaster chooses what treasure level characters begin at. Each level has a random amount found in the class description. &lt;br /&gt;
-Starting treasure level 0: Likely has little more than the clothes on their back and will have to earn any substantial gear, thereafter. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting treasure level 1: Likely has enough to purchase very basic gear, such as leather protection and an iron or bronze weapon or two. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting treasure level 2: Likely has enough to purchase low-grade gear, such as basic iron or bronze protection and several iron weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting treasure level 3: Likely has enough to purchase mid-grade iron gear or low-grade steel protection and several steel weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CLASS LEVEL:&#039;&#039;&#039; The level of the character, plus one, is multiplied times the treasure amount. Thus, starting treasure at 0th level is multiplied times one, 1st level is times two, etc.&lt;br /&gt;
&#039;&#039;&#039;BASIC STARTING GEAR OPTION:&#039;&#039;&#039; Pregenerated levels of treasure and equipment sets with customizable options are offered to the character. The range of gear is similar to that of Starting Treasure Levels, referenced above. This allows characters to more quickly prepare their characters without having to necessarily pour through equipment lists and making a substantial number of purchases.&lt;br /&gt;
-Starting gear level 0: A little more than just clothing. The character will have to earn gear through play.&lt;br /&gt;
-Starting gear level 1: Very basic gear, such as leather protection and an iron or bronze weapon or two. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting gear level 2: Low-grade gear, such as basic iron or bronze protection and several iron weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting gear level 3: Mid-grade iron gear or low-grade steel protection and several steel weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Armor | &#039;&#039;&#039;ARMOR&#039;&#039;&#039;]]==&lt;br /&gt;
&#039;&#039;&#039;DAMAGE REDUCTION:&#039;&#039;&#039; If armor is available at character creation, it must be recorded on the character sheet. Each type of armor offers damage reduction versus most forms of damage. The amount of damage reduction for armor is found on the Armor Damage Reduction Table. Damage reduction is recorded as a minimum and maximum range of numbers for which dice are rolled to determine during combat. &lt;br /&gt;
&lt;br /&gt;
-For example, Mail Armor without any other form of protection (such as a padded gambeson worn underneath) awards 2-5 points of damage reduction. Mail armor worn over padding awards 4-8 of damage reduction. See the section on &amp;quot;Dice Conventions&amp;quot; to understand what dice may be used to determine the random amount of damage reduction. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CUMULATIVE PROTECTION:&#039;&#039;&#039; Reading the above, a reader will quickly realize that armored protection is cumulative, such as in the case of mail armor over the padded gambeson in the example. Know that the last number (the maximum damage reduction amount) is what was used to calculate the first (minimum) number. This was done by simply dividing the maximum number in half and rounding the fraction down. Knowing this, players can easily adjust random damage numbers when protection is increased, such as by means of magic spell, layering armor, donning shields, etc. &lt;br /&gt;
&lt;br /&gt;
-So, in the case of a character wearing mail armor over padding (D.R. 4-8) that is being protected by a spell that increases damage reduction by 5, the maximum amount would adjust up from 8 to a new amount of 13. The maximum of 13 divided in half to calculate the minimum amount of damage reduction. Half of 13 is 6.5: rounded down is 6. Thus, the new D.R. is 6-13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARMOR PENALTIES&#039;&#039;&#039;: Often with increased protection there comes hinderances caused by armor, such as reduced defense bonuses, slowed movement rate, and skill penalties. These penalties are from the weight and the form of the armor. Penalties can be reduced by wearing higher quality armor that is skillfully crafted; made of lighter and/or enchanted materials; gaining levels in related classes that train in armor; expending skill points in an appropriate skill that reduces the penalties; etc. The penalties and penalty reductions must be recorded in the associated spaces of the Character Worksheet. Such penalties can be found on the Armor Damage Reduction Table.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Weapons | &#039;&#039;&#039;WEAPONS&#039;&#039;&#039;]]==&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2277</id>
		<title>Storm &amp; Steel</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2277"/>
		<updated>2026-09-30T10:42:19Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt; The new roleplaying system and world created by genius artist Steven Hill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:24pt&amp;quot;&amp;gt;Storm &amp;amp; Steel&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel is a medieval fantasy adventure roleplaying game system where players create custom characters that can master magic and combat to make their way through a dangerous world filled with monstrosities, supernatural perils, and deadly combatants. While many of its elements are both familiar and unique to fantasy roleplaying, its robust combat system is new and intuitive.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: The Persona | &#039;&#039;&#039;The Persona&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
The persona is what the world sees - and does not see - as a player controls their character. It is more than the sum of their attributes, powers, abilities, possessions, and other character defining things: it is their personality, traits, quirks, goals, drive, and personal choices that truly define the character. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Character Creation | &#039;&#039;&#039;Character Creation&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Character creation is a cooperative creative process done together with both the guidance of the GameMaster and the Player to bring the necessary pieces of the character together. While a self-guided process will be provided for players to design characters, a hands-on approach by GameMasters is &#039;&#039;more&#039;&#039; desirable to ensure a better fit into the GameMaster&#039;s customized milieu. A set of [[character sheets | character sheets]] will be provided along with the steps needed to fill them.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: The Ability Scores | &#039;&#039;&#039;The Ability Scores&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
A character&#039;s physical and mental attributes are numerically defined by seven ability scores determined by random rolls adjusted by modifiers from race, class, occupations, etc. The value of each ability score represents the &#039;&#039;actual&#039;&#039; bonus or penalty awarded for the attribute. The scores (-1, 0, +1, +2, etc.) are recorded in required places on [[character sheets | character sheets]] throughout the character making process.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Races | &#039;&#039;&#039;Races&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and familiar playable fantasy races that can be chosen by players. However, the GameMaster may adjust the available choices to fit their particular milieu. Many races have special abilities and modifiers to physical and mental attributes. Each available choice can be a unique roleplaying experience.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Classes | &#039;&#039;&#039;Classes&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and common playable fantasy classes that can be chosen by players. However, much like with the races, the Gamemaster may decide which are available within their particular milieu. &lt;br /&gt;
&lt;br /&gt;
==[[Occupations, Heritage, and Culture | &#039;&#039;&#039;Occupations, Heritage, and Culture&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Occupations, Heritage, and Culture are character defining details in Storm &amp;amp; Steel. They often offer advantages (and sometimes restrictions, in the cases of some Heritage and Culture options) based on a character&#039;s background. They can be selected or rolled randomly. A GameMaster&#039;s milieu may determine where such background options are available.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Skills | &#039;&#039;&#039;Skills&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a great number of skills that are typically not directly related to combat. These are often garnered from classes, race, occupations, heritage, culture, background, and the general imagination of the player. &lt;br /&gt;
&lt;br /&gt;
* Storm &amp;amp; Steel generally offers skills &#039;&#039;freely&#039;&#039; where proper but allows the possibility of gaining skills not associated with the forementioned sources above. This is only if deemed available by the GameMaster and special Skill Points are spent. Skill Points not spent on adding otherwise unassociated skills can be used to bolster character skills. &lt;br /&gt;
&lt;br /&gt;
* A Skill Point system is offered for GameMasters who have a &amp;quot;hands-off&amp;quot; approach to skill determination.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Combat | &#039;&#039;&#039;Combat&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a robust, strategic combat system guided by a uniquely intuitive movement and initiative system - where the action and combat momentum is continuous! &lt;br /&gt;
&lt;br /&gt;
* Every round of combat is divided into segments in which every character can move throughout the round, even when it&#039;s not their turn to attack. This means every player has something to do on every segment, if they choose. The ebb and flow of combat is easy to follow and intuitive as it plays out on the tabletop. The system rids for the need of clunky, non-immersive rules and feels less &#039;gamey&#039;. Even new players are typically more decisive and less likely to be struck with &#039;decision paralysis&#039;. At the same time, this movement system is quick and easy!&lt;br /&gt;
&lt;br /&gt;
* Attacks: Attackers roll dice to attack.&lt;br /&gt;
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* Defense: Defenders roll dice to defend.&lt;br /&gt;
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* Attackers roll dice for damage if successfully striking.&lt;br /&gt;
&lt;br /&gt;
* Defenders roll dice for Damage Reduction awarded by their armor and magical protections.&lt;br /&gt;
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==[[S&amp;amp;S: Weapons | &#039;&#039;&#039;Weapons&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a system (including additional optional systems) where weapon choices are meaningful. &lt;br /&gt;
&lt;br /&gt;
* Shorter, faster weapons will improve chances to attack sooner but will typically score less damage.&lt;br /&gt;
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* Longer, slower weapon will impair chances to attack sooner but will typically score more damage.&lt;br /&gt;
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* Longer weapons, in general, will allow a wielder to strike an opponent with a shorter weapon &#039;&#039;immediately&#039;&#039; when making &#039;&#039;first&#039;&#039; contact.&lt;br /&gt;
&lt;br /&gt;
* Storm &amp;amp; Steel rules recognize the advantage and disadvantage of weapon designs versus armor (or lack thereof) and awards attractive bonuses and reasonable penalties for their use. While there are many armor choices in Storm &amp;amp; Steel, there are only four major armor categories to consider when dealing with weapon types versus armor types: so, the weapon bonuses are quick &amp;amp; easy to use.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Armor | &#039;&#039;&#039;Armor&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a great assortment of historical and fantasy armor types, each with their own numerical value that reduces damage scored against the wearer. While more protective heavy armor can reduce movement and Defense bonuses due to weight and mobility considerations, the Damage Reduction may outweigh being struck more often. Shields in Storm &amp;amp; Steel offer Defense bonuses based on their size and award some damage reduction. Metal shields award further bonuses versus ranged weapons. Metal shields, as well as larger shields, do however reduce movement.&lt;br /&gt;
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==[[S&amp;amp;S: Powers | &#039;&#039;&#039;Powers&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Powers are magical abilities that often have similar effects to that of magic spells but often without the necessity of an incantation to present the power. They are typically wielded by adventuring classes and magical creatures, or found in magical treasures.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Spells | &#039;&#039;&#039;Spells&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Spells are typically created by incantations designed to release some form of magical energy or effect. Sometimes they are a form of magical super-science that follow certain laws of the magical universe, much like the laws of mundane science. Sometimes the spells were created by mighty supernatural beings and gods and left to be used for all-time to those that can fathom them and wield them. Some spells are granted directly by supernatural beings and gods directly, either with or without worship or devotion. When worship is required, the magic spells are considered truly divine.&lt;br /&gt;
&lt;br /&gt;
* In Storm &amp;amp; Steel, many creatures are not able to innately perform magic spells even when they have the means to train: for magical power is something that one is either born with or granted by a master who &#039;loans&#039; such power during an apprenticeship. When an apprenticeship is deemed over, the master may either permanently grant the apprentice the power or withhold such permanence.&lt;br /&gt;
&lt;br /&gt;
* The magical power needed to cast magic spells is a power that is spiritually found inside the body of one who has either inherited it from one or both parents - or given by a master (see above). The power found within is of a specific type, and by default, will not allow the creature to otherwise cast spells not associated with the magical type. Thus, a spellcaster who for example manipulates Force Magic may not be able to create magic fire, nor create undead. While many spellcasting classes may have similar spells, the effects may vary by class. A Force Master may have a stronger Force barrier that lasts longer than a Wizard who casts the same basic spell, for example.&lt;br /&gt;
&lt;br /&gt;
* The Storm &amp;amp; Steel magic system typically awards spellcasters pools of personal magic energy, usually in the form of Spell Points. Such pools of magical energy are totaled separately when more than one type of spellcasting is known.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: War Machines, Mounts, and Transports | &#039;&#039;&#039;War Machines, Mounts, and Transports&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
War machines, mounts, and transports can be found both in magical and mundane forms; as well as living, undead, and golem-like construction. Many specific examples are typically only found in certain parts of The World, produced by specific races, cultures, religions, factions, guilds, cities, or classes.&lt;br /&gt;
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==[[S&amp;amp;S: Treasures of the World | &#039;&#039;&#039;Treasures of the World&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Treasures great and small can be discovered, conquered, earned, or made!&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Enchanted Treasures and Creations of Power | &#039;&#039;&#039;Enchanted Treasures and Creations of Power&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Magical treasures, whether minor and mighty, are the creations of spellcasters, creatures, magical beings, and gods. Famed spellcasters, races, religions, countries, and cities often have their own magical specialties, often produced exclusively. Their secrets and magical resources are often zealously guarded!&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Dungeoneering and Wilderness Adventuring | &#039;&#039;&#039;Dungeoneering and Wilderness Adventuring&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel details dungeon encounters and trappings, as well as rules for dungeoneering and survival equipment for dungeon and overland adventures. Also provided are rulings to help easily track time and movement during adventures, whether a dungeon crawl or wilderness trek. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs | &#039;&#039;&#039;Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Encounters are the backbone of a robust adventuring world. Storm &amp;amp; Steel details common and rare creatures of all levels of danger and adventure.  &lt;br /&gt;
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==[[S&amp;amp;S: The World | &#039;&#039;&#039;The World&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
While Storm &amp;amp; Steel is easily adapted to any fantasy world, it has its own world rich with life and magic! In it, great empires hammer and claw each other, while multitudes of kingdoms and magic realms feud. Unique varieties of the races of humans exist in sprawling, breathtaking realms, replete with their own distinctive and unrivaled architecture, magical innovations, and weapons of war. Powerful elven kingdoms heartily resist the changing world while dwarves thrive in their mountain citadels of stone and iron and underground civilizations, eagerly battling giants, dragons, and monstrous armies in unending wars. Mighty and old civilizations of both the living and the undead are endlessly at destructive odds. Great swaths of twisted living lands ooze and writhe as supernatural, wicked terrors issue forth from living chasms and hopelessly deep shifting caverns. Dragons and Draconians control vast lands of sprawling empires. Titans and Colossi thunder across distant lands, adversaries to the draconic empires. The rotting dead Colossi, seemingly disinterested with the rest of the world, guard long dead ancient civilizations and places of great power where only the mightiest of heroes and beings would dare venture. Throughout the world, the gods and other powerful divine and supernatural beings dwell, directly influencing those they seek to rule and those they seek to ruin!&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: The Divinity and Other Great Powers | &#039;&#039;&#039;The Divinity and Other Great Powers&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
In the World of Storm &amp;amp; Steel, many divine beings, gods and god-like beings of great power dwell among mortals! These mighty beings can be found all over the world. Some are hidden or secluded, while others exist in plain sight of both worshippers and enemies!&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Dice Conventions | &#039;&#039;&#039;Dice Conventions&#039;&#039;&#039;]]==&lt;br /&gt;
The Storm &amp;amp; Steel game system contains ranges of random numbers that typically must be generated by die rolls. In some cases, the choice of dice to generate the random number range may not be obvious. This section seeks to demystify how to generate such die rolls.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2276</id>
		<title>S&amp;S: Character Creation</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2276"/>
		<updated>2026-09-30T10:28:29Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[S&amp;amp;S: Getting Started | &#039;&#039;&#039;GETTING STARTED:&#039;&#039;&#039;]]== &lt;br /&gt;
The GameMaster should tell players which character [[S&amp;amp;S: Races | Races]] and [[S&amp;amp;S: Classes | Classes]] are available for play, and what level their characters will begin play at. By default, normal starting play in Storm &amp;amp; Steel begins at level zero: with level zero representing a character that is an inexperienced apprentice or otherwise progressing through their initial training in their new class.&lt;br /&gt;
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==[[S&amp;amp;S: Class &amp;amp; Race Combination Restrictions | &#039;&#039;&#039;CLASS &amp;amp; RACE COMBINATION RESTRICTIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Some classes may not be deemed suitable for use by some races, cultures, heritages, or even forbidden by some deities. Such unsuitable combinations are either viewed with distaste by the offended, not available in a milieu, or simply not possible to learn by that particular race due to some insurmountable incompatibility. If a character does somehow gain access to a restricted class, there may be consequences for their character, such as being shunned, attacked, or even hunted by opposing factions. It is suggested that GameMasters clearly declare the general consequences that might be incurred for engaging in the practice of a forbidden class before a character chooses it. &lt;br /&gt;
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==[[S&amp;amp;S: Occupations | &#039;&#039;&#039;OCCUPATIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Once the Race and Class are selected, an occupation may be decided for the character. Occupations are typically non-adventuring class careers that a player character has most likely learned prior to gaining an adventuring class. It&#039;s what player characters did - or do - for a living. One or more such trades are able to be selected or gained by rolling randomly on the character occupation table. Occupations may increase ability scores, award abilities and skills, and can be a source of income. A GameMaster may restrict the number of occupations characters have, if they wish; or can restrict the benefits of gaining more than one occupation. GameMasters may also rule that certain occupations are restricted from certain character races, classes, or other conditions in a way similar to how Class &amp;amp; Race Combination Restrictions are handled. The GameMaster is encouraged to allow players some freedom to use occupations to help develop good, solid character concepts. In any case, occupations are not required to be selected for characters, however, the benefits of having an occupation are fairly substantial.&lt;br /&gt;
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==[[S&amp;amp;S: Culture | &#039;&#039;&#039;CULTURE:&#039;&#039;&#039;]]== &lt;br /&gt;
If a player character is from a specific culture in the milieu, then they may be awarded benefits of that culture, or even restrictions, drawbacks, or quirks. Certain cultural benefits might include weapon proficiencies, skills, improved ability scores, etc. Restrictions and drawbacks might be class related (see above), limited deity choices, viewing certain creatures or cultures with disdain or malice, etc. Quirks may include a noticeable accent, preference for food items that are considered strange by other cultures, etc.&lt;br /&gt;
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==[[S&amp;amp;S: Heritage | &#039;&#039;&#039;HERITAGE:&#039;&#039;&#039;]]== &lt;br /&gt;
The heritage of a character includes what social class they are; family lineage, etc. Heritage can award similar benefits to that of culture, above; and in some cases, even the restrictions. A character&#039;s heritage may grant them the potential of wielding magic inherited through a family bloodline. Heritage typically can be selected, but in some cases may be randomly determined. Social class can award additional starting coin and even arms and armor. As with occupations and culture, it is typically optional.&lt;br /&gt;
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==[[S&amp;amp;S: Age | &#039;&#039;&#039;AGE:&#039;&#039;&#039;]]==&lt;br /&gt;
Storm &amp;amp; Steel characters can be of any normal age range possible for their race choice. The player can either make a random roll to determine age or choose the age they wish to play. When age is determined, the character receives modifiers to their ability scores to reflect changes they have gone through over the years. The changes are cumulatively applied to the character in the order they would have occurred, starting with &amp;quot;young adult&amp;quot; and proceeding up through the age categories until they reach their current age.&lt;br /&gt;
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==[[S&amp;amp;S: Rolling Ability Scores | &#039;&#039;&#039;ROLLING ABILITY SCORES&#039;&#039;&#039;]]==&lt;br /&gt;
* Method I: Roll for eight dice, discarding the lowest. Assign the seven scores where desired, applying modifiers for race, class, age, etc.. See below for complete die procedure.&lt;br /&gt;
* Method II: Roll two dice for each ability score, discarding the lowest. Scores are assigned to a specific ability as it&#039;s being rolled, applying modifiers for race, class, age, etc. See below for complete die procedure.&lt;br /&gt;
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In Storm &amp;amp; Steel, player characters are not assumed to be average as the normal inhabitants of the world are considered to be. Their abilities are not steered toward a middle of the road average - and are instead on a linear probability curve where the chances of rolling high are just as equal as rolling low or somewhere in between. As such, a single six-sided die is rolled for each ability score. Normal inhabitants of the world use a bell-curve as a result of averaging several dice. The complete procedure for die rolling is as follows:&lt;br /&gt;
&lt;br /&gt;
* a roll of 1 through 5 is kept and is considered the final roll for an ability score, before modifiers.&lt;br /&gt;
* a roll of 6 is considered an ability score of 0, and the roll must be repeated. If another 6 is rolled, the ability score of 0 then becomes a -1, and the roll must be repeated. If another 6 is rolled, the score of 0 becomes a -2; and so on, and so forth. Modifiers are applied to the score.&lt;br /&gt;
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&#039;&#039;&#039;LOW SCORES:&#039;&#039;&#039; No ability score in the game may be lower than -5, and no player character can have an ability score less than -3. A GameMaster can choose to raise the lower-limit of player character scores from -3 to whatever minimum they wish. When raising it, exceptionally low rolls can either default to the minimum the GameMaster chose - or they can have the player re-roll the ability. Alternatively, the character could be considered hopeless and the GameMaster can have the player re-roll the entire set of ability scores, if they wish.&lt;br /&gt;
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==[[S&amp;amp;S: Combat Bonuses | &#039;&#039;&#039;COMBAT BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, there are several factors that assist in determining the success or failure when rolling a die to attack and damage an enemy. The primary factors for attacks are STRENGTH, DEXTERITY, and BASE COMBAT BONUS. Other related combat bonuses or penalties will be addressed elsewhere. &lt;br /&gt;
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Two main forms of physical attacks are MELEE and PROJECTILE attacks. Melee attack bonuses cover nearly all non-firing handheld weapons used in close combat that are used to thrust, slash, chop, bludgeon, etc. Projectile attack bonuses apply to weapons that launch projectiles, such as bows, crossbows, firearms, etc., but not hurled weapons. In Storm &amp;amp; Steel, hurled weapons share the same bonuses as Melee attacks even though they are a form of ranged weapons. The difference in game mechanics between &amp;quot;projectile&amp;quot; and &amp;quot;hurled&amp;quot; weapons in Storm &amp;amp; Steel is that weapons in the hurled weapons category rely on both Strength &amp;amp; Dexterity; and weapons in the missile category rely typically on Dexterity. The total of the bonuses applies to both ATTACK &#039;&#039;and&#039;&#039; DAMAGE rolls. The combat bonuses are as follows:&lt;br /&gt;
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* &#039;&#039;&#039;MELEE BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
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* &#039;&#039;&#039;HURLED BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
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* &#039;&#039;&#039;MISSILE BONUS&#039;&#039;&#039; = Dexterity + Dexterity + Base Combat Bonus&lt;br /&gt;
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* &#039;&#039;&#039;TWO HANDED WEAPON BONUS&#039;&#039;&#039; = Melee Bonus + 50% (round down)&lt;br /&gt;
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&#039;&#039;&#039;EXCEPTIONS TO NORMAL ATTACK &amp;amp; DAMAGE BONUSES:&#039;&#039;&#039; Characters that receive ATTACK FINESSE and ATTACK BRUTALITY as special combat training can elect to use their dexterity bonus instead of strength; or strength instead of dexterity for melee attacks when using appropriate weapons. Entries for Attack Finesse and Attack Brutality can be found on the Character Worksheet.&lt;br /&gt;
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==[[S&amp;amp;S: Defense Bonuses | &#039;&#039;&#039;DEFENSE BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, for every attack roll made by an attacker, a defense roll is made by the defender. There are several factors that determine success or failure of a defense roll. The primary factors for a defense roll are DEXTERITY, BASE DEFENSE BONUS, SHIELD BONUS, and ARMOR PENALTY. Other related defense bonuses and penalties will be addressed elsewhere. &lt;br /&gt;
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&#039;&#039;&#039;BASE DEFENSE BONUS&#039;&#039;&#039; = 1/2 of the character&#039;s Base Combat Bonus&lt;br /&gt;
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There are four types of defense recorded on character sheets. The first two main forms of defense for characters are &#039;&#039;&#039;defense with a shield&#039;&#039;&#039; and &#039;&#039;&#039;defense without a shield&#039;&#039;&#039;. In addition, both the &#039;&#039;&#039;defense vs. melee&#039;&#039;&#039; and &#039;&#039;&#039;defense vs. missile&#039;&#039;&#039; weapons must also be recorded each with and without a shield.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MELEE BONUS (NO SHIELD)&#039;&#039;&#039; = Dexterity (Dodge) + Dexterity (Parry) + Base Defense Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MISSILE BONUS (NO SHIELD)&#039;&#039;&#039; = Defense vs Melee Bonus / 2 (assumes missile parry penalty)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MELEE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MISSILE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus + (Shield Bonus again, if the shield is metal) - Armor Penalty&lt;br /&gt;
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&#039;&#039;&#039;OTHER DEFENSE BONUSES:&#039;&#039;&#039; Special class abilities, spells, and weapon &amp;amp; shield enchantments can also modify defense bonuses. Examples of special class abilities that modify defense bonuses are Dodge, Parry, Shield Defense, Missile Parrying, etc. There are blank spaces on the Character Worksheet to record these modifiers.&lt;br /&gt;
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==[[S&amp;amp;S: Skills | &#039;&#039;&#039;SKILLS&#039;&#039;&#039;]]==&lt;br /&gt;
For each rank a character has in a skill, the bonus is equal to +1 each. Strong boosts in skills may be achieved with &amp;quot;Skill Specialization&amp;quot;, which are worth 5 ranks. &amp;quot;Cornerstone Skills&amp;quot; are skills that are a crucial part of a character (i.e. musical instrument skills for bards, etc.) and are awarded as one rank at the current level and every new level, thereafter. Skill bonuses are also awarded for Professional Occupations at the level they are initiative possessed and every few levels, according to the class type or background.&lt;br /&gt;
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* Method I: Each character class receives many free skills and skill slots for which to either increase the ranks of existing skills or to add new ones. The GameMaster and player should work together to determine which skills on the Character Skill Sheet are to be given to the character at no slot cost, based on their specific race, class, occupation, culture, heritage, and other background considerations. Each of these categories award skills as mentioned above in the sections for each. These skills should be reviewed to determine if they should indeed be offered at no cost. Any skills that are desired but not deemed to be strongly and appropriately associated to the character&#039;s specific relationship within each category should be purchased with available skill slots. A Knight, for example, would likely not have any free Hiding skill slots, unless the character&#039;s particular background warrants it. &lt;br /&gt;
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After going through the Character Skill Sheet to determine free skills, the player may search through the complete skill list and propose other free or paid skills to the GameMaster for consideration. Final spell slots are then spent to either bolster existing skills or add new ones approved by the GameMaster.&lt;br /&gt;
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-Free skill slots are typically only at one rank. &lt;br /&gt;
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-Skill Specialization, Cornerstone Skills, and Professional Skills are also determined at character creation.&lt;br /&gt;
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* Method II: In lieu of awarding free skill ranks, apply the following: The character is awarded a specific number of skill slots and free skills in their specific race, class, occupation, culture, heritage, and background options descriptions. Classes give a number of skill slots that are awarded upon gaining a new level in the class and may be spent upon achieving the new level.&lt;br /&gt;
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&#039;&#039;&#039;SKILL VALUES AND PROGRESSION RATES:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;ONE SKILL RANK&#039;&#039;&#039; = +1&lt;br /&gt;
* &#039;&#039;&#039;SKILL SPECIALIZATION&#039;&#039;&#039; = +5&lt;br /&gt;
* &#039;&#039;&#039;CORNERSTONE SKILLS&#039;&#039;&#039; = +1 at current level, and +1 at every level, thereafter&lt;br /&gt;
* &#039;&#039;&#039;PROFESSIONAL OCCUPATION SKILLS&#039;&#039;&#039; = +1 every few levels (see specific class, race, background, profession, etc.)&lt;br /&gt;
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==[[S&amp;amp;S: Starting Treasure | &#039;&#039;&#039;STARTING TREASURE&#039;&#039;&#039;]]==&lt;br /&gt;
GameMasters will have to decide what level of treasure that characters will begin with. There are four factors and one option that determine starting treasure for new characters:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SOCIAL CLASS:&#039;&#039;&#039; Social class determined during the heritage stage of character creation may offer additional starting treasure. In some cases, a social class can effectively award gear upgrades without needing to add a substantial amount of treasure to the character, such as automatically upgrading any iron gear purchased to steel.&lt;br /&gt;
* &#039;&#039;&#039;CLASS:&#039;&#039;&#039; Each class has its own starting treasure levels and list under its description.&lt;br /&gt;
* &#039;&#039;&#039;STARTING TREASURE LEVEL:&#039;&#039;&#039; The GameMaster chooses what treasure level characters begin at. Each level has a random amount found in the class description. &lt;br /&gt;
-Starting treasure level 0: Likely has little more than the clothes on their back and will have to earn any substantial gear, thereafter. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting treasure level 1: Likely has enough to purchase very basic gear, such as leather protection and an iron or bronze weapon or two. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting treasure level 2: Likely has enough to purchase low-grade gear, such as basic iron or bronze protection and several iron weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting treasure level 3: Likely has enough to purchase mid-grade iron gear or low-grade steel protection and several steel weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;CLASS LEVEL:&#039;&#039;&#039; The level of the character, plus one, is multiplied times the treasure amount. Thus, starting treasure at 0th level is multiplied times one, 1st level is times two, etc.&lt;br /&gt;
&#039;&#039;&#039;BASIC STARTING GEAR OPTION:&#039;&#039;&#039; Pregenerated levels of treasure and equipment sets with customizable options are offered to the character. The range of gear is similar to that of Starting Treasure Levels, referenced above. This allows characters to more quickly prepare their characters without having to necessarily pour through equipment lists and making a substantial number of purchases.&lt;br /&gt;
-Starting gear level 0: A little more than just clothing. The character will have to earn gear through play.&lt;br /&gt;
-Starting gear level 1: Very basic gear, such as leather protection and an iron or bronze weapon or two. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting gear level 2: Low-grade gear, such as basic iron or bronze protection and several iron weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
-Starting gear level 3: Mid-grade iron gear or low-grade steel protection and several steel weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
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==[[S&amp;amp;S: Armor | &#039;&#039;&#039;ARMOR&#039;&#039;&#039;]]==&lt;br /&gt;
&#039;&#039;&#039;DAMAGE REDUCTION:&#039;&#039;&#039; If armor is available at character creation, it must be recorded on the character sheet. Each type of armor offers damage reduction versus most forms of damage. The amount of damage reduction for armor is found on the Armor Damage Reduction Table. Damage reduction is recorded as a minimum and maximum range of numbers for which dice are rolled to determine during combat. &lt;br /&gt;
&lt;br /&gt;
-For example, Mail Armor without any other form of protection (such as a padded gambeson worn underneath) awards 2-5 points of damage reduction. Mail armor worn over padding awards 4-8 of damage reduction. See the section on &amp;quot;Dice Conventions&amp;quot; to understand what dice may be used to determine the random amount of damage reduction. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CUMULATIVE PROTECTION:&#039;&#039;&#039; Reading the above, a reader will quickly realize that armored protection is cumulative, such as in the case of mail armor over the padded gambeson in the example. Know that the last number (the maximum damage reduction amount) is what was used to calculate the first (minimum) number. This was done by simply dividing the maximum number in half and rounding the fraction down. Knowing this, players can easily adjust random damage numbers when protection is increased, such as by means of magic spell, layering armor, donning shields, etc. &lt;br /&gt;
&lt;br /&gt;
-So, in the case of a character wearing mail armor over padding (D.R. 4-8) that is being protected by a spell that increases damage reduction by 5, the maximum amount would adjust up from 8 to a new amount of 13. The maximum of 13 divided in half to calculate the minimum amount of damage reduction. Half of 13 is 6.5: rounded down is 6. Thus, the new D.R. is 6-13.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARMOR PENALTIES&#039;&#039;&#039;: Often with increased protection there comes hinderances caused by armor, such as reduced defense bonuses, slowed movement rate, and skill penalties. These penalties are from the weight and the form of the armor. Penalties can be reduced by wearing higher quality armor that is skillfully crafted; made of lighter and/or enchanted materials; gaining levels in related classes that train in armor; expending skill points in an appropriate skill that reduces the penalties; etc. The penalties and penalty reductions must be recorded in the associated spaces of the Character Worksheet. Such penalties can be found on the Armor Damage Reduction Table.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2275</id>
		<title>S&amp;S: Character Creation</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2275"/>
		<updated>2026-09-27T10:58:50Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[S&amp;amp;S: Getting Started | &#039;&#039;&#039;GETTING STARTED:&#039;&#039;&#039;]]== &lt;br /&gt;
The GameMaster should tell players which character [[S&amp;amp;S: Races | Races]] and [[S&amp;amp;S: Classes | Classes]] are available for play, and what level their characters will begin play at. By default, normal starting play in Storm &amp;amp; Steel begins at level zero: with level zero representing a character that is an inexperienced apprentice or otherwise progressing through their initial training in their new class.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Class &amp;amp; Race Combination Restrictions | &#039;&#039;&#039;CLASS &amp;amp; RACE COMBINATION RESTRICTIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Some classes may not be deemed suitable for use by some races, cultures, heritages, or even forbidden by some deities. Such unsuitable combinations are either viewed with distaste by the offended, not available in a milieu, or simply not possible to learn by that particular race due to some insurmountable incompatibility. If a character does somehow gain access to a restricted class, there may be consequences for their character, such as being shunned, attacked, or even hunted by opposing factions. It is suggested that GameMasters clearly declare the general consequences that might be incurred for engaging in the practice of a forbidden class before a character chooses it. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Occupations | &#039;&#039;&#039;OCCUPATIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Once the Race and Class are selected, an occupation may be decided for the character. Occupations are typically non-adventuring class careers that a player character has most likely learned prior to gaining an adventuring class. It&#039;s what player characters did - or do - for a living. One or more such trades are able to be selected or gained by rolling randomly on the character occupation table. Occupations may increase ability scores, award abilities and skills, and can be a source of income. A GameMaster may restrict the number of occupations characters have, if they wish; or can restrict the benefits of gaining more than one occupation. GameMasters may also rule that certain occupations are restricted from certain character races, classes, or other conditions in a way similar to how Class &amp;amp; Race Combination Restrictions are handled. The GameMaster is encouraged to allow players some freedom to use occupations to help develop good, solid character concepts. In any case, occupations are not required to be selected for characters, however, the benefits of having an occupation are fairly substantial.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Culture | &#039;&#039;&#039;CULTURE:&#039;&#039;&#039;]]== &lt;br /&gt;
If a player character is from a specific culture in the milieu, then they may be awarded benefits of that culture, or even restrictions, drawbacks, or quirks. Certain cultural benefits might include weapon proficiencies, skills, improved ability scores, etc. Restrictions and drawbacks might be class related (see above), limited deity choices, viewing certain creatures or cultures with disdain or malice, etc. Quirks may include a noticeable accent, preference for food items that are considered strange by other cultures, etc.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Heritage | &#039;&#039;&#039;HERITAGE:&#039;&#039;&#039;]]== &lt;br /&gt;
The heritage of a character includes what social class they are; family lineage, etc. Heritage can award similar benefits to that of culture, above; and in some cases, even the restrictions. A character&#039;s heritage may grant them the potential of wielding magic inherited through a family bloodline. Heritage typically can be selected, but in some cases may be randomly determined. Social class can award additional starting coin and even arms and armor. As with occupations and culture, it is typically optional.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Age | &#039;&#039;&#039;AGE:&#039;&#039;&#039;]]==&lt;br /&gt;
Storm &amp;amp; Steel characters can be of any normal age range possible for their race choice. The player can either make a random roll to determine age or choose the age they wish to play. When age is determined, the character receives modifiers to their ability scores to reflect changes they have gone through over the years. The changes are cumulatively applied to the character in the order they would have occurred, starting with &amp;quot;young adult&amp;quot; and proceeding up through the age categories until they reach their current age.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Rolling Ability Scores | &#039;&#039;&#039;ROLLING ABILITY SCORES&#039;&#039;&#039;]]==&lt;br /&gt;
* Method I: Roll for eight dice, discarding the lowest. Assign the seven scores where desired, applying modifiers for race, class, age, etc.. See below for complete die procedure.&lt;br /&gt;
* Method II: Roll two dice for each ability score, discarding the lowest. Scores are assigned to a specific ability as it&#039;s being rolled, applying modifiers for race, class, age, etc. See below for complete die procedure.&lt;br /&gt;
&lt;br /&gt;
In Storm &amp;amp; Steel, player characters are not assumed to be average as the normal inhabitants of the world are considered to be. Their abilities are not steered toward a middle of the road average - and are instead on a linear probability curve where the chances of rolling high are just as equal as rolling low or somewhere in between. As such, a single six-sided die is rolled for each ability score. Normal inhabitants of the world use a bell-curve as a result of averaging several dice. The complete procedure for die rolling is as follows:&lt;br /&gt;
&lt;br /&gt;
* a roll of 1 through 5 is kept and is considered the final roll for an ability score, before modifiers.&lt;br /&gt;
* a roll of 6 is considered an ability score of 0, and the roll must be repeated. If another 6 is rolled, the ability score of 0 then becomes a -1, and the roll must be repeated. If another 6 is rolled, the score of 0 becomes a -2; and so on, and so forth. Modifiers are applied to the score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOW SCORES:&#039;&#039;&#039; No ability score in the game may be lower than -5, and no player character can have an ability score less than -3. A GameMaster can choose to raise the lower-limit of player character scores from -3 to whatever minimum they wish. When raising it, exceptionally low rolls can either default to the minimum the GameMaster chose - or they can have the player re-roll the ability. Alternatively, the character could be considered hopeless and the GameMaster can have the player re-roll the entire set of ability scores, if they wish.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Combat Bonuses | &#039;&#039;&#039;COMBAT BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, there are several factors that assist in determining the success or failure when rolling a die to attack and damage an enemy. The primary factors for attacks are STRENGTH, DEXTERITY, and BASE COMBAT BONUS. Other related combat bonuses or penalties will be addressed elsewhere. &lt;br /&gt;
&lt;br /&gt;
Two main forms of physical attacks are MELEE and PROJECTILE attacks. Melee attack bonuses cover nearly all non-firing handheld weapons used in close combat that are used to thrust, slash, chop, bludgeon, etc. Projectile attack bonuses apply to weapons that launch projectiles, such as bows, crossbows, firearms, etc., but not hurled weapons. In Storm &amp;amp; Steel, hurled weapons share the same bonuses as Melee attacks even though they are a form of ranged weapons. The difference in game mechanics between &amp;quot;projectile&amp;quot; and &amp;quot;hurled&amp;quot; weapons in Storm &amp;amp; Steel is that weapons in the hurled weapons category rely on both Strength &amp;amp; Dexterity; and weapons in the missile category rely typically on Dexterity. The total of the bonuses applies to both ATTACK &#039;&#039;and&#039;&#039; DAMAGE rolls. The combat bonuses are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MELEE BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;HURLED BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MISSILE BONUS&#039;&#039;&#039; = Dexterity + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TWO HANDED WEAPON BONUS&#039;&#039;&#039; = Melee Bonus + 50% (round down)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXCEPTIONS TO NORMAL ATTACK &amp;amp; DAMAGE BONUSES:&#039;&#039;&#039; Characters that receive ATTACK FINESSE and ATTACK BRUTALITY as special combat training can elect to use their dexterity bonus instead of strength; or strength instead of dexterity for melee attacks when using appropriate weapons. Entries for Attack Finesse and Attack Brutality can be found on the Character Worksheet.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Defense Bonuses | &#039;&#039;&#039;DEFENSE BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, for every attack roll made by an attacker, a defense roll is made by the defender. There are several factors that determine success or failure of a defense roll. The primary factors for a defense roll are DEXTERITY, BASE DEFENSE BONUS, SHIELD BONUS, and ARMOR PENALTY. Other related defense bonuses and penalties will be addressed elsewhere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE DEFENSE BONUS&#039;&#039;&#039; = 1/2 of the character&#039;s Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
There are four types of defense recorded on character sheets. The first two main forms of defense for characters are &#039;&#039;&#039;defense with a shield&#039;&#039;&#039; and &#039;&#039;&#039;defense without a shield&#039;&#039;&#039;. In addition, both the &#039;&#039;&#039;defense vs. melee&#039;&#039;&#039; and &#039;&#039;&#039;defense vs. missile&#039;&#039;&#039; weapons must also be recorded each with and without a shield.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MELEE BONUS (NO SHIELD)&#039;&#039;&#039; = Dexterity (Dodge) + Dexterity (Parry) + Base Defense Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MISSILE BONUS (NO SHIELD)&#039;&#039;&#039; = Defense vs Melee Bonus / 2 (assumes missile parry penalty)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MELEE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MISSILE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus + (Shield Bonus again, if the shield is metal) - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OTHER DEFENSE BONUSES:&#039;&#039;&#039; Special class abilities, spells, and weapon &amp;amp; shield enchantments can also modify defense bonuses. Examples of special class abilities that modify defense bonuses are Dodge, Parry, Shield Defense, Missile Parrying, etc. There are blank spaces on the Character Worksheet to record these modifiers.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Skills | &#039;&#039;&#039;SKILLS&#039;&#039;&#039;]]==&lt;br /&gt;
For each rank a character has in a skill, the bonus is equal to +1 each. Strong boosts in skills may be achieved with &amp;quot;Skill Specialization&amp;quot;, which are worth 5 ranks. &amp;quot;Cornerstone Skills&amp;quot; are skills that are a crucial part of a character (i.e. musical instrument skills for bards, etc.) and are awarded as one rank at the current level and every new level, thereafter. Skill bonuses are also awarded for Professional Occupations at the level they are initiative possessed and every few levels, according to the class type or background.&lt;br /&gt;
&lt;br /&gt;
* Method I: Each character class receives many free skills and skill slots for which to either increase the ranks of existing skills or to add new ones. The GameMaster and player should work together to determine which skills on the Character Skill Sheet are to be given to the character at no slot cost, based on their specific race, class, occupation, culture, heritage, and other background considerations. Each of these categories award skills as mentioned above in the sections for each. These skills should be reviewed to determine if they should indeed be offered at no cost. Any skills that are desired but not deemed to be strongly and appropriately associated to the character&#039;s specific relationship within each category should be purchased with available skill slots. A Knight, for example, would likely not have any free Hiding skill slots, unless the character&#039;s particular background warrants it. &lt;br /&gt;
&lt;br /&gt;
After going through the Character Skill Sheet to determine free skills, the player may search through the complete skill list and propose other free or paid skills to the GameMaster for consideration. Final spell slots are then spent to either bolster existing skills or add new ones approved by the GameMaster.&lt;br /&gt;
&lt;br /&gt;
-Free skill slots are typically only at one rank. &lt;br /&gt;
&lt;br /&gt;
-Skill Specialization, Cornerstone Skills, and Professional Skills are also determined at character creation.&lt;br /&gt;
&lt;br /&gt;
* Method II: In lieu of awarding free skill ranks, apply the following: The character is awarded a specific number of skill slots and free skills in their specific race, class, occupation, culture, heritage, and background options descriptions. Classes give a number of skill slots that are awarded upon gaining a new level in the class and may be spent upon achieving the new level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILL VALUES AND PROGRESSION RATES:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;ONE SKILL RANK&#039;&#039;&#039; = +1&lt;br /&gt;
* &#039;&#039;&#039;SKILL SPECIALIZATION&#039;&#039;&#039; = +5&lt;br /&gt;
* &#039;&#039;&#039;CORNERSTONE SKILLS&#039;&#039;&#039; = +1 at current level, and +1 at every level, thereafter&lt;br /&gt;
* &#039;&#039;&#039;PROFESSIONAL OCCUPATION SKILLS&#039;&#039;&#039; = +1 every few levels (see specific class, race, background, profession, etc.)&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Starting Treasure | &#039;&#039;&#039;STARTING TREASURE&#039;&#039;&#039;]]==&lt;br /&gt;
GameMasters will have to decide what level of treasure that characters will begin with. There are four factors, or a fifth option, that determine starting treasure for new characters:&lt;br /&gt;
&lt;br /&gt;
* SOCIAL CLASS: Social class determined during the heritage stage of character creation may offer additional starting treasure. In some cases, a social class can effectively award gear upgrades without needing to add a substantial amount of treasure to the character, such as automatically upgrading any iron gear purchased to steel.&lt;br /&gt;
* CLASS: Each class has its own starting treasure levels and list under its description.&lt;br /&gt;
* STARTING TREASURE LEVEL: The GameMaster chooses what treasure level characters begin at. Each level has a random amount found in the class description. &lt;br /&gt;
-Treasure level 0: Likely has little more than the clothes on their back and will have to earn any substantial gear, thereafter. &amp;lt;br&amp;gt;&lt;br /&gt;
-Treasure level 1: Likely has enough to purchase very basic gear, such as leather protection and an iron or bronze weapon or two. &amp;lt;br&amp;gt;&lt;br /&gt;
-Treasure level 2: Likely has enough to purchase low-grade gear, such as basic iron or bronze protection and several iron weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
-Treasure level 3: Likely has enough to purchase mid-grade iron gear or low-grade steel protection and several steel weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
* CLASS LEVEL: Level plus one is multiplied times the treasure amount. Thus, starting treasure at 0th level is multiplied times one, 1st level is times two, etc.&lt;br /&gt;
* BASIC STARTING GEAR OPTION: Pregenerated levels of treasure and equipment sets with customizable options are offered to the character. The range of gear is similar to Starting Treasure Levels, found above. This allows characters to more quickly prepare their characters without having to necessarily pour through equipment lists and making a substantial amount of purchases.&lt;br /&gt;
-Level 1 starting gear: Very basic gear, such as leather protection and an iron or bronze weapon or two. &amp;lt;br&amp;gt;&lt;br /&gt;
-Level 2 starting gear: Low-grade gear, such as basic iron or bronze protection and several iron weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
-Level 3 starting gear: Mid-grade iron gear or low-grade steel protection and several steel weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Armor | &#039;&#039;&#039;ARMOR&#039;&#039;&#039;]]==&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2274</id>
		<title>S&amp;S: Character Creation</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2274"/>
		<updated>2026-09-27T10:55:44Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[S&amp;amp;S: Getting Started | &#039;&#039;&#039;GETTING STARTED:&#039;&#039;&#039;]]== &lt;br /&gt;
The GameMaster should tell players which character [[S&amp;amp;S: Races | Races]] and [[S&amp;amp;S: Classes | Classes]] are available for play, and what level their characters will begin play at. By default, normal starting play in Storm &amp;amp; Steel begins at level zero: with level zero representing a character that is an inexperienced apprentice or otherwise progressing through their initial training in their new class.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Class &amp;amp; Race Combination Restrictions | &#039;&#039;&#039;CLASS &amp;amp; RACE COMBINATION RESTRICTIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Some classes may not be deemed suitable for use by some races, cultures, heritages, or even forbidden by some deities. Such unsuitable combinations are either viewed with distaste by the offended, not available in a milieu, or simply not possible to learn by that particular race due to some insurmountable incompatibility. If a character does somehow gain access to a restricted class, there may be consequences for their character, such as being shunned, attacked, or even hunted by opposing factions. It is suggested that GameMasters clearly declare the general consequences that might be incurred for engaging in the practice of a forbidden class before a character chooses it. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Occupations | &#039;&#039;&#039;OCCUPATIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Once the Race and Class are selected, an occupation may be decided for the character. Occupations are typically non-adventuring class careers that a player character has most likely learned prior to gaining an adventuring class. It&#039;s what player characters did - or do - for a living. One or more such trades are able to be selected or gained by rolling randomly on the character occupation table. Occupations may increase ability scores, award abilities and skills, and can be a source of income. A GameMaster may restrict the number of occupations characters have, if they wish; or can restrict the benefits of gaining more than one occupation. GameMasters may also rule that certain occupations are restricted from certain character races, classes, or other conditions in a way similar to how Class &amp;amp; Race Combination Restrictions are handled. The GameMaster is encouraged to allow players some freedom to use occupations to help develop good, solid character concepts. In any case, occupations are not required to be selected for characters, however, the benefits of having an occupation are fairly substantial.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Culture | &#039;&#039;&#039;CULTURE:&#039;&#039;&#039;]]== &lt;br /&gt;
If a player character is from a specific culture in the milieu, then they may be awarded benefits of that culture, or even restrictions, drawbacks, or quirks. Certain cultural benefits might include weapon proficiencies, skills, improved ability scores, etc. Restrictions and drawbacks might be class related (see above), limited deity choices, viewing certain creatures or cultures with disdain or malice, etc. Quirks may include a noticeable accent, preference for food items that are considered strange by other cultures, etc.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Heritage | &#039;&#039;&#039;HERITAGE:&#039;&#039;&#039;]]== &lt;br /&gt;
The heritage of a character includes what social class they are; family lineage, etc. Heritage can award similar benefits to that of culture, above; and in some cases, even the restrictions. A character&#039;s heritage may grant them the potential of wielding magic inherited through a family bloodline. Heritage typically can be selected, but in some cases may be randomly determined. Social class can award additional starting coin and even arms and armor. As with occupations and culture, it is typically optional.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Age | &#039;&#039;&#039;AGE:&#039;&#039;&#039;]]==&lt;br /&gt;
Storm &amp;amp; Steel characters can be of any normal age range possible for their race choice. The player can either make a random roll to determine age or choose the age they wish to play. When age is determined, the character receives modifiers to their ability scores to reflect changes they have gone through over the years. The changes are cumulatively applied to the character in the order they would have occurred, starting with &amp;quot;young adult&amp;quot; and proceeding up through the age categories until they reach their current age.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Rolling Ability Scores | &#039;&#039;&#039;ROLLING ABILITY SCORES&#039;&#039;&#039;]]==&lt;br /&gt;
* Method I: Roll for eight dice, discarding the lowest. Assign the seven scores where desired, applying modifiers for race, class, age, etc.. See below for complete die procedure.&lt;br /&gt;
* Method II: Roll two dice for each ability score, discarding the lowest. Scores are assigned to a specific ability as it&#039;s being rolled, applying modifiers for race, class, age, etc. See below for complete die procedure.&lt;br /&gt;
&lt;br /&gt;
In Storm &amp;amp; Steel, player characters are not assumed to be average as the normal inhabitants of the world are considered to be. Their abilities are not steered toward a middle of the road average - and are instead on a linear probability curve where the chances of rolling high are just as equal as rolling low or somewhere in between. As such, a single six-sided die is rolled for each ability score. Normal inhabitants of the world use a bell-curve as a result of averaging several dice. The complete procedure for die rolling is as follows:&lt;br /&gt;
&lt;br /&gt;
* a roll of 1 through 5 is kept and is considered the final roll for an ability score, before modifiers.&lt;br /&gt;
* a roll of 6 is considered an ability score of 0, and the roll must be repeated. If another 6 is rolled, the ability score of 0 then becomes a -1, and the roll must be repeated. If another 6 is rolled, the score of 0 becomes a -2; and so on, and so forth. Modifiers are applied to the score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOW SCORES:&#039;&#039;&#039; No ability score in the game may be lower than -5, and no player character can have an ability score less than -3. A GameMaster can choose to raise the lower-limit of player character scores from -3 to whatever minimum they wish. When raising it, exceptionally low rolls can either default to the minimum the GameMaster chose - or they can have the player re-roll the ability. Alternatively, the character could be considered hopeless and the GameMaster can have the player re-roll the entire set of ability scores, if they wish.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Combat Bonuses | &#039;&#039;&#039;COMBAT BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, there are several factors that assist in determining the success or failure when rolling a die to attack and damage an enemy. The primary factors for attacks are STRENGTH, DEXTERITY, and BASE COMBAT BONUS. Other related combat bonuses or penalties will be addressed elsewhere. &lt;br /&gt;
&lt;br /&gt;
Two main forms of physical attacks are MELEE and PROJECTILE attacks. Melee attack bonuses cover nearly all non-firing handheld weapons used in close combat that are used to thrust, slash, chop, bludgeon, etc. Projectile attack bonuses apply to weapons that launch projectiles, such as bows, crossbows, firearms, etc., but not hurled weapons. In Storm &amp;amp; Steel, hurled weapons share the same bonuses as Melee attacks even though they are a form of ranged weapons. The difference in game mechanics between &amp;quot;projectile&amp;quot; and &amp;quot;hurled&amp;quot; weapons in Storm &amp;amp; Steel is that weapons in the hurled weapons category rely on both Strength &amp;amp; Dexterity; and weapons in the missile category rely typically on Dexterity. The total of the bonuses applies to both ATTACK &#039;&#039;and&#039;&#039; DAMAGE rolls. The combat bonuses are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MELEE BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;HURLED BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MISSILE BONUS&#039;&#039;&#039; = Dexterity + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TWO HANDED WEAPON BONUS&#039;&#039;&#039; = Melee Bonus + 50% (round down)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXCEPTIONS TO NORMAL ATTACK &amp;amp; DAMAGE BONUSES:&#039;&#039;&#039; Characters that receive ATTACK FINESSE and ATTACK BRUTALITY as special combat training can elect to use their dexterity bonus instead of strength; or strength instead of dexterity for melee attacks when using appropriate weapons. Entries for Attack Finesse and Attack Brutality can be found on the Character Worksheet.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Defense Bonuses | &#039;&#039;&#039;DEFENSE BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, for every attack roll made by an attacker, a defense roll is made by the defender. There are several factors that determine success or failure of a defense roll. The primary factors for a defense roll are DEXTERITY, BASE DEFENSE BONUS, SHIELD BONUS, and ARMOR PENALTY. Other related defense bonuses and penalties will be addressed elsewhere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE DEFENSE BONUS&#039;&#039;&#039; = 1/2 of the character&#039;s Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
There are four types of defense recorded on character sheets. The first two main forms of defense for characters are &#039;&#039;&#039;defense with a shield&#039;&#039;&#039; and &#039;&#039;&#039;defense without a shield&#039;&#039;&#039;. In addition, both the &#039;&#039;&#039;defense vs. melee&#039;&#039;&#039; and &#039;&#039;&#039;defense vs. missile&#039;&#039;&#039; weapons must also be recorded each with and without a shield.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MELEE BONUS (NO SHIELD)&#039;&#039;&#039; = Dexterity (Dodge) + Dexterity (Parry) + Base Defense Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MISSILE BONUS (NO SHIELD)&#039;&#039;&#039; = Defense vs Melee Bonus / 2 (assumes missile parry penalty)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MELEE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MISSILE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus + (Shield Bonus again, if the shield is metal) - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OTHER DEFENSE BONUSES:&#039;&#039;&#039; Special class abilities, spells, and weapon &amp;amp; shield enchantments can also modify defense bonuses. Examples of special class abilities that modify defense bonuses are Dodge, Parry, Shield Defense, Missile Parrying, etc. There are blank spaces on the Character Worksheet to record these modifiers.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Skills | &#039;&#039;&#039;SKILLS&#039;&#039;&#039;]]==&lt;br /&gt;
For each rank a character has in a skill, the bonus is equal to +1 each. Strong boosts in skills may be achieved with &amp;quot;Skill Specialization&amp;quot;, which are worth 5 ranks. &amp;quot;Cornerstone Skills&amp;quot; are skills that are a crucial part of a character (i.e. musical instrument skills for bards, etc.) and are awarded as one rank at the current level and every new level, thereafter. Skill bonuses are also awarded for Professional Occupations at the level they are initiative possessed and every few levels, according to the class type or background.&lt;br /&gt;
&lt;br /&gt;
* Method I: Each character class receives many free skills and skill slots for which to either increase the ranks of existing skills or to add new ones. The GameMaster and player should work together to determine which skills on the Character Skill Sheet are to be given to the character at no slot cost, based on their specific race, class, occupation, culture, heritage, and other background considerations. Each of these categories award skills as mentioned above in the sections for each. These skills should be reviewed to determine if they should indeed be offered at no cost. Any skills that are desired but not deemed to be strongly and appropriately associated to the character&#039;s specific relationship within each category should be purchased with available skill slots. A Knight, for example, would likely not have any free Hiding skill slots, unless the character&#039;s particular background warrants it. &lt;br /&gt;
&lt;br /&gt;
After going through the Character Skill Sheet to determine free skills, the player may search through the complete skill list and propose other free or paid skills to the GameMaster for consideration. Final spell slots are then spent to either bolster existing skills or add new ones approved by the GameMaster.&lt;br /&gt;
&lt;br /&gt;
-Free skill slots are typically only at one rank. &lt;br /&gt;
&lt;br /&gt;
-Skill Specialization, Cornerstone Skills, and Professional Skills are also determined at character creation.&lt;br /&gt;
&lt;br /&gt;
* Method II: In lieu of awarding free skill ranks, apply the following: The character is awarded a specific number of skill slots and free skills in their specific race, class, occupation, culture, heritage, and background options descriptions. Classes give a number of skill slots that are awarded upon gaining a new level in the class and may be spent upon achieving the new level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILL VALUES AND PROGRESSION RATES:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;ONE SKILL RANK&#039;&#039;&#039; = +1&lt;br /&gt;
* &#039;&#039;&#039;SKILL SPECIALIZATION&#039;&#039;&#039; = +5&lt;br /&gt;
* &#039;&#039;&#039;CORNERSTONE SKILLS&#039;&#039;&#039; = +1 at current level, and +1 at every level, thereafter&lt;br /&gt;
* &#039;&#039;&#039;PROFESSIONAL OCCUPATION SKILLS&#039;&#039;&#039; = +1 every few levels (see specific class, race, background, profession, etc.)&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Starting Treasure | &#039;&#039;&#039;STARTING TREASURE&#039;&#039;&#039;]]==&lt;br /&gt;
GameMasters will have to decide what level of treasure that characters will begin with. There are four factors, or a fifth option, that determine starting treasure for new characters:&lt;br /&gt;
&lt;br /&gt;
* SOCIAL CLASS: Social class determined during the heritage stage of character creation may offer additional starting treasure. In some cases, a social class can effectively award gear upgrades without needing to add a substantial amount of treasure to the character, such as automatically upgrading any iron gear purchased to steel.&lt;br /&gt;
* CLASS: Each class has its own starting treasure levels and list under its description.&lt;br /&gt;
* STARTING TREASURE LEVEL: The GameMaster chooses what treasure level characters begin at. Each level has a random amount found in the class description. &lt;br /&gt;
 -Treasure level 0: Likely has little more than the clothes on their back and will have to earn any substantial gear, thereafter.&lt;br /&gt;
 -Treasure level 1: Likely has enough to purchase very basic gear, such as leather protection and an iron or bronze weapon or two.&lt;br /&gt;
 -Treasure level 2: Likely has enough to purchase low-grade gear, such as basic iron or bronze protection and several iron weapons.&lt;br /&gt;
 -Treasure level 3: Likely has enough to purchase mid-grade iron gear or low-grade steel protection and several steel weapons.&lt;br /&gt;
* CLASS LEVEL: Level plus one is multiplied times the treasure amount. Thus, starting treasure at 0th level is multiplied times one, 1st level is times two, etc.&lt;br /&gt;
* BASIC STARTING GEAR OPTION: Pregenerated levels of treasure and equipment sets with customizable options are offered to the character. The range of gear is similar to Starting Treasure Levels, found above. This allows characters to more quickly prepare their characters without having to necessarily pour through equipment lists and making a substantial amount of purchases.&lt;br /&gt;
 -Level 1 starting gear: Very basic gear, such as leather protection and an iron or bronze weapon or two.&lt;br /&gt;
 -Level 2 starting gear: Low-grade gear, such as basic iron or bronze protection and several iron weapons.&lt;br /&gt;
 -Level 3 starting gear: Mid-grade iron gear or low-grade steel protection and several steel weapons.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Armor | &#039;&#039;&#039;ARMOR&#039;&#039;&#039;]]==&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2273</id>
		<title>S&amp;S: Character Creation</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2273"/>
		<updated>2026-09-26T05:22:37Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[S&amp;amp;S: Getting Started | &#039;&#039;&#039;GETTING STARTED:&#039;&#039;&#039;]]== &lt;br /&gt;
The GameMaster should tell players which character [[S&amp;amp;S: Races | Races]] and [[S&amp;amp;S: Classes | Classes]] are available for play, and what level their characters will begin play at. By default, normal starting play in Storm &amp;amp; Steel begins at level zero: with level zero representing a character that is an inexperienced apprentice or otherwise progressing through their initial training in their new class.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Class &amp;amp; Race Combination Restrictions | &#039;&#039;&#039;CLASS &amp;amp; RACE COMBINATION RESTRICTIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Some classes may not be deemed suitable for use by some races, cultures, heritages, or even forbidden by some deities. Such unsuitable combinations are either viewed with distaste by the offended, not available in a milieu, or simply not possible to learn by that particular race due to some insurmountable incompatibility. If a character does somehow gain access to a restricted class, there may be consequences for their character, such as being shunned, attacked, or even hunted by opposing factions. It is suggested that GameMasters clearly declare the general consequences that might be incurred for engaging in the practice of a forbidden class before a character chooses it. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Occupations | &#039;&#039;&#039;OCCUPATIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Once the Race and Class are selected, an occupation may be decided for the character. Occupations are typically non-adventuring class careers that a player character has most likely learned prior to gaining an adventuring class. It&#039;s what player characters did - or do - for a living. One or more such trades are able to be selected or gained by rolling randomly on the character occupation table. Occupations may increase ability scores, award abilities and skills, and can be a source of income. A GameMaster may restrict the number of occupations characters have, if they wish; or can restrict the benefits of gaining more than one occupation. GameMasters may also rule that certain occupations are restricted from certain character races, classes, or other conditions in a way similar to how Class &amp;amp; Race Combination Restrictions are handled. The GameMaster is encouraged to allow players some freedom to use occupations to help develop good, solid character concepts. In any case, occupations are not required to be selected for characters, however, the benefits of having an occupation are fairly substantial.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Culture | &#039;&#039;&#039;CULTURE:&#039;&#039;&#039;]]== &lt;br /&gt;
If a player character is from a specific culture in the milieu, then they may be awarded benefits of that culture, or even restrictions, drawbacks, or quirks. Certain cultural benefits might include weapon proficiencies, skills, improved ability scores, etc. Restrictions and drawbacks might be class related (see above), limited deity choices, viewing certain creatures or cultures with disdain or malice, etc. Quirks may include a noticeable accent, preference for food items that are considered strange by other cultures, etc.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Heritage | &#039;&#039;&#039;HERITAGE:&#039;&#039;&#039;]]== &lt;br /&gt;
The heritage of a character includes what social class they are; family lineage, etc. Heritage can award similar benefits to that of culture, above; and in some cases, even the restrictions. A character&#039;s heritage may grant them the potential of wielding magic inherited through a family bloodline. Heritage typically can be selected, but in some cases may be randomly determined. Social class can award additional starting coin and even arms and armor. As with occupations and culture, it is typically optional.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Age | &#039;&#039;&#039;AGE:&#039;&#039;&#039;]]==&lt;br /&gt;
Storm &amp;amp; Steel characters can be of any normal age range possible for their race choice. The player can either make a random roll to determine age or choose the age they wish to play. When age is determined, the character receives modifiers to their ability scores to reflect changes they have gone through over the years. The changes are cumulatively applied to the character in the order they would have occurred, starting with &amp;quot;young adult&amp;quot; and proceeding up through the age categories until they reach their current age.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Rolling Ability Scores | &#039;&#039;&#039;ROLLING ABILITY SCORES&#039;&#039;&#039;]]==&lt;br /&gt;
* Method I: Roll for eight dice, discarding the lowest. Assign the seven scores where desired, applying modifiers for race, class, age, etc.. See below for complete die procedure.&lt;br /&gt;
* Method II: Roll two dice for each ability score, discarding the lowest. Scores are assigned to a specific ability as it&#039;s being rolled, applying modifiers for race, class, age, etc. See below for complete die procedure.&lt;br /&gt;
&lt;br /&gt;
In Storm &amp;amp; Steel, player characters are not assumed to be average as the normal inhabitants of the world are considered to be. Their abilities are not steered toward a middle of the road average - and are instead on a linear probability curve where the chances of rolling high are just as equal as rolling low or somewhere in between. As such, a single six-sided die is rolled for each ability score. Normal inhabitants of the world use a bell-curve as a result of averaging several dice. The complete procedure for die rolling is as follows:&lt;br /&gt;
&lt;br /&gt;
* a roll of 1 through 5 is kept and is considered the final roll for an ability score, before modifiers.&lt;br /&gt;
* a roll of 6 is considered an ability score of 0, and the roll must be repeated. If another 6 is rolled, the ability score of 0 then becomes a -1, and the roll must be repeated. If another 6 is rolled, the score of 0 becomes a -2; and so on, and so forth. Modifiers are applied to the score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOW SCORES:&#039;&#039;&#039; No ability score in the game may be lower than -5, and no player character can have an ability score less than -3. A GameMaster can choose to raise the lower-limit of player character scores from -3 to whatever minimum they wish. When raising it, exceptionally low rolls can either default to the minimum the GameMaster chose - or they can have the player re-roll the ability. Alternatively, the character could be considered hopeless and the GameMaster can have the player re-roll the entire set of ability scores, if they wish.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Combat Bonuses | &#039;&#039;&#039;COMBAT BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, there are several factors that assist in determining the success or failure when rolling a die to attack and damage an enemy. The primary factors for attacks are STRENGTH, DEXTERITY, and BASE COMBAT BONUS. Other related combat bonuses or penalties will be addressed elsewhere. &lt;br /&gt;
&lt;br /&gt;
Two main forms of physical attacks are MELEE and PROJECTILE attacks. Melee attack bonuses cover nearly all non-firing handheld weapons used in close combat that are used to thrust, slash, chop, bludgeon, etc. Projectile attack bonuses apply to weapons that launch projectiles, such as bows, crossbows, firearms, etc., but not hurled weapons. In Storm &amp;amp; Steel, hurled weapons share the same bonuses as Melee attacks even though they are a form of ranged weapons. The difference in game mechanics between &amp;quot;projectile&amp;quot; and &amp;quot;hurled&amp;quot; weapons in Storm &amp;amp; Steel is that weapons in the hurled weapons category rely on both Strength &amp;amp; Dexterity; and weapons in the missile category rely typically on Dexterity. The total of the bonuses applies to both ATTACK &#039;&#039;and&#039;&#039; DAMAGE rolls. The combat bonuses are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MELEE BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;HURLED BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MISSILE BONUS&#039;&#039;&#039; = Dexterity + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TWO HANDED WEAPON BONUS&#039;&#039;&#039; = Melee Bonus + 50% (round down)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXCEPTIONS TO NORMAL ATTACK &amp;amp; DAMAGE BONUSES:&#039;&#039;&#039; Characters that receive ATTACK FINESSE and ATTACK BRUTALITY as special combat training can elect to use their dexterity bonus instead of strength; or strength instead of dexterity for melee attacks when using appropriate weapons. Entries for Attack Finesse and Attack Brutality can be found on the Character Worksheet.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Defense Bonuses | &#039;&#039;&#039;DEFENSE BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, for every attack roll made by an attacker, a defense roll is made by the defender. There are several factors that determine success or failure of a defense roll. The primary factors for a defense roll are DEXTERITY, BASE DEFENSE BONUS, SHIELD BONUS, and ARMOR PENALTY. Other related defense bonuses and penalties will be addressed elsewhere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE DEFENSE BONUS&#039;&#039;&#039; = 1/2 of the character&#039;s Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
There are four types of defense recorded on character sheets. The first two main forms of defense for characters are &#039;&#039;&#039;defense with a shield&#039;&#039;&#039; and &#039;&#039;&#039;defense without a shield&#039;&#039;&#039;. In addition, both the &#039;&#039;&#039;defense vs. melee&#039;&#039;&#039; and &#039;&#039;&#039;defense vs. missile&#039;&#039;&#039; weapons must also be recorded each with and without a shield.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MELEE BONUS (NO SHIELD)&#039;&#039;&#039; = Dexterity (Dodge) + Dexterity (Parry) + Base Defense Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MISSILE BONUS (NO SHIELD)&#039;&#039;&#039; = Defense vs Melee Bonus / 2 (assumes missile parry penalty)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MELEE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MISSILE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus + (Shield Bonus again, if the shield is metal) - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OTHER DEFENSE BONUSES:&#039;&#039;&#039; Special class abilities, spells, and weapon &amp;amp; shield enchantments can also modify defense bonuses. Examples of special class abilities that modify defense bonuses are Dodge, Parry, Shield Defense, Missile Parrying, etc. There are blank spaces on the Character Worksheet to record these modifiers.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Skills | &#039;&#039;&#039;SKILLS&#039;&#039;&#039;]]==&lt;br /&gt;
For each rank a character has in a skill, the bonus is equal to +1 each. Strong boosts in skills may be achieved with &amp;quot;Skill Specialization&amp;quot;, which are worth 5 ranks. &amp;quot;Cornerstone Skills&amp;quot; are skills that are a crucial part of a character (i.e. musical instrument skills for bards, etc.) and are awarded as one rank at the current level and every new level, thereafter. Skill bonuses are also awarded for Professional Occupations at the level they are initiative possessed and every few levels, according to the class type or background.&lt;br /&gt;
&lt;br /&gt;
* Method I: Each character class receives many free skills and skill slots for which to either increase the ranks of existing skills or to add new ones. The GameMaster and player should work together to determine which skills on the Character Skill Sheet are to be given to the character at no slot cost, based on their specific race, class, occupation, culture, heritage, and other background considerations. Each of these categories award skills as mentioned above in the sections for each. These skills should be reviewed to determine if they should indeed be offered at no cost. Any skills that are desired but not deemed to be strongly and appropriately associated to the character&#039;s specific relationship within each category should be purchased with available skill slots. A Knight, for example, would likely not have any free Hiding skill slots, unless the character&#039;s particular background warrants it. &lt;br /&gt;
&lt;br /&gt;
After going through the Character Skill Sheet to determine free skills, the player may search through the complete skill list and propose other free or paid skills to the GameMaster for consideration. Final spell slots are then spent to either bolster existing skills or add new ones approved by the GameMaster.&lt;br /&gt;
&lt;br /&gt;
-Free skill slots are typically only at one rank. &lt;br /&gt;
&lt;br /&gt;
-Skill Specialization, Cornerstone Skills, and Professional Skills are also determined at character creation.&lt;br /&gt;
&lt;br /&gt;
* Method II: In lieu of awarding free skill ranks, apply the following: The character is awarded a specific number of skill slots and free skills in their specific race, class, occupation, culture, heritage, and background options descriptions. Classes give a number of skill slots that are awarded upon gaining a new level in the class and may be spent upon achieving the new level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILL VALUES AND PROGRESSION RATES:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;ONE SKILL RANK&#039;&#039;&#039; = +1&lt;br /&gt;
* &#039;&#039;&#039;SKILL SPECIALIZATION&#039;&#039;&#039; = +5&lt;br /&gt;
* &#039;&#039;&#039;CORNERSTONE SKILLS&#039;&#039;&#039; = +1 at current level, and +1 at every level, thereafter&lt;br /&gt;
* &#039;&#039;&#039;PROFESSIONAL OCCUPATION SKILLS&#039;&#039;&#039; = +1 every few levels (see specific class, race, background, profession, etc.)&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Skills&amp;diff=2272</id>
		<title>S&amp;S: Skills</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Skills&amp;diff=2272"/>
		<updated>2026-09-26T05:18:38Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SKILLS AT CREATION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Storm &amp;amp; Steel, characters will receive many kinds of skills based on their classes, race, occupations, heritage, culture, background, and the general imagination of the player. This step is done after the player selects the character&#039;s race, class, and any occupations that the character engages in.  The Game Master and the player walk through a condensed list of skills found on their character&#039;s skill sheet and record whichever skills are deemed appropriate for the character. Classes award skills as part of the class, as do some races and cultures, and should be considered. While there are Skill Points in Storm &amp;amp; Steel, by default, any Game Master assigned skills typically have no cost. However, any skills that a player desires - that the Game Master deems not to be in reasonable alignment with their class, race, occupation, culture, background, etc., are not free and must be purchased with available Skill Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILLS THAT ARE LIMITED OR NOT FREE OR DO NOT EXIST&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LIMITING: There may be some skills that a Game Master may limit or even disallow for the character altogether. While certain skills might be certainly be appropriate for a particular class, the Game Master may rule that the character will receive a skill at no cost once they attain a certain level - or if they want it sooner, they must buy the skill with Skill Points. Additionally, for some campaigns, a Game Master may require that an appropriate Non-Player Character or Player Character must be found to train another in a new skill before it can be awarded, whether or not the skill is free.&lt;br /&gt;
&lt;br /&gt;
NON-FREE SKILLS AND EXCEPTIONS:  If, for example, a player wishes to have Hiding as a free skill for their Knight character, the Game Master may rule that Hiding must be purchased since it typically may not fit the usual skills learned by squires during training to become a knight. A player could try to persuade the Game Master into awarding Hiding at no cost for that character if they have a good character background concept that might warrant the skill. A Knight, who during their training, was squired to a knight of the Dark Empire who regularly sent their squires to assassinate or spy on his adversary&#039;s minions could warrant the gifting of the Hiding skill if the Game Master sinks their teeth into the concept. Sometimes, the Game Master might go with &amp;quot;rule of cool&amp;quot; for character concepts that fit nicely into a concept or campaign.&lt;br /&gt;
&lt;br /&gt;
NON-EXISTENT SKILLS: In some cases, there may be skills that simply do not exist in their milieu. If, for example, a player desires to have Gun Smithing for their character, they should not be allowed to have the skill if there are no firearms in the milieu.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BOLSTERING SKILLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skill Points may be used to raise the score of a skill. This represents a character with additional time, energy, and resources invested into a skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILL VALUES AND PROGRESSION RATES:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;ONE SKILL RANK&#039;&#039;&#039; = +1&lt;br /&gt;
* &#039;&#039;&#039;SKILL SPECIALIZATION&#039;&#039;&#039; = +5&lt;br /&gt;
* &#039;&#039;&#039;CORNERSTONE SKILLS&#039;&#039;&#039; = +1 at current level, and +1 at every level, thereafter&lt;br /&gt;
* &#039;&#039;&#039;PROFESSIONAL OCCUPATION SKILLS&#039;&#039;&#039; = +1 every few levels (see specific class, race, background, profession, etc.)&lt;br /&gt;
&lt;br /&gt;
[[S&amp;amp;S: Skill Reference List | Skill Reference List]]: This is simply a mixed, uncategorized reference list of skills. Some skill names will be changed and reorganized, but all will be categorized in the future. This list does not offer descriptions for the skills.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2271</id>
		<title>S&amp;S: Character Creation</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2271"/>
		<updated>2026-09-26T05:13:44Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[S&amp;amp;S: Getting Started | &#039;&#039;&#039;GETTING STARTED:&#039;&#039;&#039;]]== &lt;br /&gt;
The GameMaster should tell players which character [[S&amp;amp;S: Races | Races]] and [[S&amp;amp;S: Classes | Classes]] are available for play, and what level their characters will begin play at. By default, normal starting play in Storm &amp;amp; Steel begins at level zero: with level zero representing a character that is an inexperienced apprentice or otherwise progressing through their initial training in their new class.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Class &amp;amp; Race Combination Restrictions | &#039;&#039;&#039;CLASS &amp;amp; RACE COMBINATION RESTRICTIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Some classes may not be deemed suitable for use by some races, cultures, heritages, or even forbidden by some deities. Such unsuitable combinations are either viewed with distaste by the offended, not available in a milieu, or simply not possible to learn by that particular race due to some insurmountable incompatibility. If a character does somehow gain access to a restricted class, there may be consequences for their character, such as being shunned, attacked, or even hunted by opposing factions. It is suggested that GameMasters clearly declare the general consequences that might be incurred for engaging in the practice of a forbidden class before a character chooses it. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Occupations | &#039;&#039;&#039;OCCUPATIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Once the Race and Class are selected, an occupation may be decided for the character. Occupations are typically non-adventuring class careers that a player character has most likely learned prior to gaining an adventuring class. It&#039;s what player characters did - or do - for a living. One or more such trades are able to be selected or gained by rolling randomly on the character occupation table. Occupations may increase ability scores, award abilities and skills, and can be a source of income. A GameMaster may restrict the number of occupations characters have, if they wish; or can restrict the benefits of gaining more than one occupation. GameMasters may also rule that certain occupations are restricted from certain character races, classes, or other conditions in a way similar to how Class &amp;amp; Race Combination Restrictions are handled. The GameMaster is encouraged to allow players some freedom to use occupations to help develop good, solid character concepts. In any case, occupations are not required to be selected for characters, however, the benefits of having an occupation are fairly substantial.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Culture | &#039;&#039;&#039;CULTURE:&#039;&#039;&#039;]]== &lt;br /&gt;
If a player character is from a specific culture in the milieu, then they may be awarded benefits of that culture, or even restrictions, drawbacks, or quirks. Certain cultural benefits might include weapon proficiencies, skills, improved ability scores, etc. Restrictions and drawbacks might be class related (see above), limited deity choices, viewing certain creatures or cultures with disdain or malice, etc. Quirks may include a noticeable accent, preference for food items that are considered strange by other cultures, etc.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Heritage | &#039;&#039;&#039;HERITAGE:&#039;&#039;&#039;]]== &lt;br /&gt;
The heritage of a character includes what social class they are; family lineage, etc. Heritage can award similar benefits to that of culture, above; and in some cases, even the restrictions. A character&#039;s heritage may grant them the potential of wielding magic inherited through a family bloodline. Heritage typically can be selected, but in some cases may be randomly determined. Social class can award additional starting coin and even arms and armor. As with occupations and culture, it is typically optional.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Age | &#039;&#039;&#039;AGE:&#039;&#039;&#039;]]==&lt;br /&gt;
Storm &amp;amp; Steel characters can be of any normal age range possible for their race choice. The player can either make a random roll to determine age or choose the age they wish to play. When age is determined, the character receives modifiers to their ability scores to reflect changes they have gone through over the years. The changes are cumulatively applied to the character in the order they would have occurred, starting with &amp;quot;young adult&amp;quot; and proceeding up through the age categories until they reach their current age.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Rolling Ability Scores | &#039;&#039;&#039;ROLLING ABILITY SCORES&#039;&#039;&#039;]]==&lt;br /&gt;
* Method I: Roll for eight dice, discarding the lowest. Assign the seven scores where desired, applying modifiers for race, class, age, etc.. See below for complete die procedure.&lt;br /&gt;
* Method II: Roll two dice for each ability score, discarding the lowest. Scores are assigned to a specific ability as it&#039;s being rolled, applying modifiers for race, class, age, etc. See below for complete die procedure.&lt;br /&gt;
&lt;br /&gt;
In Storm &amp;amp; Steel, player characters are not assumed to be average as the normal inhabitants of the world are considered to be. Their abilities are not steered toward a middle of the road average - and are instead on a linear probability curve where the chances of rolling high are just as equal as rolling low or somewhere in between. As such, a single six-sided die is rolled for each ability score. Normal inhabitants of the world use a bell-curve as a result of averaging several dice. The complete procedure for die rolling is as follows:&lt;br /&gt;
&lt;br /&gt;
* a roll of 1 through 5 is kept and is considered the final roll for an ability score, before modifiers.&lt;br /&gt;
* a roll of 6 is considered an ability score of 0, and the roll must be repeated. If another 6 is rolled, the ability score of 0 then becomes a -1, and the roll must be repeated. If another 6 is rolled, the score of 0 becomes a -2; and so on, and so forth. Modifiers are applied to the score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOW SCORES:&#039;&#039;&#039; No ability score in the game may be lower than -5, and no player character can have an ability score less than -3. A GameMaster can choose to raise the lower-limit of player character scores from -3 to whatever minimum they wish. When raising it, exceptionally low rolls can either default to the minimum the GameMaster chose - or they can have the player re-roll the ability. Alternatively, the character could be considered hopeless and the GameMaster can have the player re-roll the entire set of ability scores, if they wish.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Combat Bonuses | &#039;&#039;&#039;COMBAT BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, there are several factors that assist in determining the success or failure when rolling a die to attack and damage an enemy. The primary factors for attacks are STRENGTH, DEXTERITY, and BASE COMBAT BONUS. Other related combat bonuses or penalties will be addressed elsewhere. &lt;br /&gt;
&lt;br /&gt;
Two main forms of physical attacks are MELEE and PROJECTILE attacks. Melee attack bonuses cover nearly all non-firing handheld weapons used in close combat that are used to thrust, slash, chop, bludgeon, etc. Projectile attack bonuses apply to weapons that launch projectiles, such as bows, crossbows, firearms, etc., but not hurled weapons. In Storm &amp;amp; Steel, hurled weapons share the same bonuses as Melee attacks even though they are a form of ranged weapons. The difference in game mechanics between &amp;quot;projectile&amp;quot; and &amp;quot;hurled&amp;quot; weapons in Storm &amp;amp; Steel is that weapons in the hurled weapons category rely on both Strength &amp;amp; Dexterity; and weapons in the missile category rely typically on Dexterity. The total of the bonuses applies to both ATTACK &#039;&#039;and&#039;&#039; DAMAGE rolls. The combat bonuses are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MELEE BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;HURLED BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MISSILE BONUS&#039;&#039;&#039; = Dexterity + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TWO HANDED WEAPON BONUS&#039;&#039;&#039; = Melee Bonus + 50% (round down)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXCEPTIONS TO NORMAL ATTACK &amp;amp; DAMAGE BONUSES:&#039;&#039;&#039; Characters that receive ATTACK FINESSE and ATTACK BRUTALITY as special combat training can elect to use their dexterity bonus instead of strength; or strength instead of dexterity for melee attacks when using appropriate weapons. Entries for Attack Finesse and Attack Brutality can be found on the Character Worksheet.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Defense Bonuses | &#039;&#039;&#039;DEFENSE BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, for every attack roll made by an attacker, a defense roll is made by the defender. There are several factors that determine success or failure of a defense roll. The primary factors for a defense roll are DEXTERITY, BASE DEFENSE BONUS, SHIELD BONUS, and ARMOR PENALTY. Other related defense bonuses and penalties will be addressed elsewhere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE DEFENSE BONUS&#039;&#039;&#039; = 1/2 of the character&#039;s Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
There are four types of defense recorded on character sheets. The first two main forms of defense for characters are defense &#039;&#039;&#039;with a shield&#039;&#039;&#039; and &#039;&#039;&#039;defense without a shield&#039;&#039;&#039;. In addition to tracking both the defense with and without a shield, both the &#039;&#039;&#039;defense vs. melee&#039;&#039;&#039; and &#039;&#039;&#039;defense vs. missile&#039;&#039;&#039; weapons must also be recorded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MELEE BONUS (NO SHIELD)&#039;&#039;&#039; = Dexterity (Dodge) + Dexterity (Parry) + Base Defense Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MISSILE BONUS (NO SHIELD)&#039;&#039;&#039; = Defense vs Melee Bonus / 2 (assumes missile parry penalty)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MELEE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MISSILE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus + (Shield Bonus again, if the shield is metal) - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OTHER DEFENSE BONUSES:&#039;&#039;&#039; Special class abilities, spells, and weapon &amp;amp; shield enchantments can also modify defense bonuses. Examples of special class abilities that modify defense bonuses are Dodge, Parry, Shield Defense, Missile Parrying, etc. There are blank spaces on the Character Worksheet to record these modifiers.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Skills | &#039;&#039;&#039;SKILLS&#039;&#039;&#039;]]==&lt;br /&gt;
For each rank a character has in a skill, the bonus is equal to +1 each. Strong boosts in skills may be achieved with &amp;quot;Skill Specialization&amp;quot;, which are worth 5 ranks. &amp;quot;Cornerstone Skills&amp;quot; are skills that are a crucial part of a character (i.e. musical instrument skills for bards, etc.) and are awarded as one rank at the current level and every new level, thereafter. Skill bonuses are also awarded for Professional Occupations at the level they are initiative possessed and every few levels, according to the class type or background.&lt;br /&gt;
&lt;br /&gt;
* Method I: Each character class receives many free skills and skill slots for which to either increase the ranks of existing skills or to add new ones. The GameMaster and player should work together to determine which skills on the Character Skill Sheet are to be given to the character at no slot cost, based on their specific race, class, occupation, culture, heritage, and other background considerations. Each of these categories award skills as mentioned above in the sections for each. These skills should be reviewed to determine if they should indeed be offered at no cost. Any skills that are desired but not deemed to be strongly and appropriately associated to the character&#039;s specific relationship within each category should be purchased with available skill slots. A Knight, for example, would likely not have any free Hiding skill slots, unless the character&#039;s particular background warrants it. &lt;br /&gt;
&lt;br /&gt;
After going through the Character Skill Sheet to determine free skills, the player may search through the complete skill list and propose other free or paid skills to the GameMaster for consideration. Final spell slots are then spent to either bolster existing skills or add new ones approved by the GameMaster.&lt;br /&gt;
&lt;br /&gt;
-Free skill slots are typically only at one rank. &lt;br /&gt;
&lt;br /&gt;
-Skill Specialization, Cornerstone Skills, and Professional Skills are also determined at character creation.&lt;br /&gt;
&lt;br /&gt;
* Method II: In lieu of awarding free skill ranks, apply the following: The character is awarded a specific number of skill slots and free skills in their specific race, class, occupation, culture, heritage, and background options descriptions. Classes give a number of skill slots that are awarded upon gaining a new level in the class and may be spent upon achieving the new level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILL VALUES AND PROGRESSION RATES:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;ONE SKILL RANK&#039;&#039;&#039; = +1&lt;br /&gt;
* &#039;&#039;&#039;SKILL SPECIALIZATION&#039;&#039;&#039; = +5&lt;br /&gt;
* &#039;&#039;&#039;CORNERSTONE SKILLS&#039;&#039;&#039; = +1 at current level, and +1 at every level, thereafter&lt;br /&gt;
* &#039;&#039;&#039;PROFESSIONAL OCCUPATION SKILLS&#039;&#039;&#039; = +1 every few levels (see specific class, race, background, profession, etc.)&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2270</id>
		<title>S&amp;S: Character Creation</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2270"/>
		<updated>2026-09-26T03:11:54Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[S&amp;amp;S: Getting Started | &#039;&#039;&#039;GETTING STARTED:&#039;&#039;&#039;]]== &lt;br /&gt;
The GameMaster should tell players which character [[S&amp;amp;S: Races | Races]] and [[S&amp;amp;S: Classes | Classes]] are available for play, and what level their characters will begin play at. By default, normal starting play in Storm &amp;amp; Steel begins at level zero: with level zero representing a character that is an inexperienced apprentice or otherwise progressing through their initial training in their new class.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Class &amp;amp; Race Combination Restrictions | &#039;&#039;&#039;CLASS &amp;amp; RACE COMBINATION RESTRICTIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Some classes may not be deemed suitable for use by some races, cultures, heritages, or even forbidden by some deities. Such unsuitable combinations are either viewed with distaste by the offended, not available in a milieu, or simply not possible to learn by that particular race due to some insurmountable incompatibility. If a character does somehow gain access to a restricted class, there may be consequences for their character, such as being shunned, attacked, or even hunted by opposing factions. It is suggested that GameMasters clearly declare the general consequences that might be incurred for engaging in the practice of a forbidden class before a character chooses it. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Occupations | &#039;&#039;&#039;OCCUPATIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Once the Race and Class are selected, an occupation may be decided for the character. Occupations are typically non-adventuring class careers that a player character has most likely learned prior to gaining an adventuring class. It&#039;s what player characters did - or do - for a living. One or more such trades are able to be selected or gained by rolling randomly on the character occupation table. Occupations may increase ability scores, award abilities and skills, and can be a source of income. A GameMaster may restrict the number of occupations characters have, if they wish; or can restrict the benefits of gaining more than one occupation. GameMasters may also rule that certain occupations are restricted from certain character races, classes, or other conditions in a way similar to how Class &amp;amp; Race Combination Restrictions are handled. The GameMaster is encouraged to allow players some freedom to use occupations to help develop good, solid character concepts. In any case, occupations are not required to be selected for characters, however, the benefits of having an occupation are fairly substantial.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Culture | &#039;&#039;&#039;CULTURE:&#039;&#039;&#039;]]== &lt;br /&gt;
If a player character is from a specific culture in the milieu, then they may be awarded benefits of that culture, or even restrictions, drawbacks, or quirks. Certain cultural benefits might include weapon proficiencies, skills, improved ability scores, etc. Restrictions and drawbacks might be class related (see above), limited deity choices, viewing certain creatures or cultures with disdain or malice, etc. Quirks may include a noticeable accent, preference for food items that are considered strange by other cultures, etc.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Heritage | &#039;&#039;&#039;HERITAGE:&#039;&#039;&#039;]]== &lt;br /&gt;
The heritage of a character includes what social class they are; family lineage, etc. Heritage can award similar benefits to that of culture, above; and in some cases, even the restrictions. A character&#039;s heritage may grant them the potential of wielding magic inherited through a family bloodline. Heritage typically can be selected, but in some cases may be randomly determined. Social class can award additional starting coin and even arms and armor. As with occupations and culture, it is typically optional.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Age | &#039;&#039;&#039;AGE:&#039;&#039;&#039;]]==&lt;br /&gt;
Storm &amp;amp; Steel characters can be of any normal age range possible for their race choice. The player can either make a random roll to determine age or choose the age they wish to play. When age is determined, the character receives modifiers to their ability scores to reflect changes they have gone through over the years. The changes are cumulatively applied to the character in the order they would have occurred, starting with &amp;quot;young adult&amp;quot; and proceeding up through the age categories until they reach their current age.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Rolling Ability Scores | &#039;&#039;&#039;ROLLING ABILITY SCORES&#039;&#039;&#039;]]==&lt;br /&gt;
*Method I: Roll for eight dice, discarding the lowest. Assign the seven scores where desired, applying modifiers for race, class, age, etc.. See below for complete die procedure.&lt;br /&gt;
*Method II: Roll two dice for each ability score, discarding the lowest. Scores are assigned to a specific ability as it&#039;s being rolled, applying modifiers for race, class, age, etc. See below for complete die procedure.&lt;br /&gt;
&lt;br /&gt;
In Storm &amp;amp; Steel, player characters are not assumed to be average as the normal inhabitants of the world are considered to be. Their abilities are not steered toward a middle of the road average - and are instead on a linear probability curve where the chances of rolling high are just as equal as rolling low or somewhere in between. As such, a single six-sided die is rolled for each ability score. Normal inhabitants of the world use a bell-curve as a result of averaging several dice. The complete procedure for die rolling is as follows:&lt;br /&gt;
&lt;br /&gt;
* a roll of 1 through 5 is kept and is considered the final roll for an ability score, before modifiers.&lt;br /&gt;
* a roll of 6 is considered an ability score of 0, and the roll must be repeated. If another 6 is rolled, the ability score of 0 then becomes a -1, and the roll must be repeated. If another 6 is rolled, the score of 0 becomes a -2; and so on, and so forth. Modifiers are applied to the score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOW SCORES:&#039;&#039;&#039; No ability score in the game may be lower than -5, and no player character can have an ability score less than -3. A GameMaster can choose to raise the lower-limit of player character scores from -3 to whatever minimum they wish. When raising it, exceptionally low rolls can either default to the minimum the GameMaster chose - or they can have the player re-roll the ability. Alternatively, the character could be considered hopeless and the GameMaster can have the player re-roll the entire set of ability scores, if they wish.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Combat Bonuses | &#039;&#039;&#039;COMBAT BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, there are several factors that assist in determining the success or failure when rolling a die to attack and damage an enemy. The primary factors for attacks are STRENGTH, DEXTERITY, and BASE COMBAT BONUS. Other related combat bonuses or penalties will be addressed elsewhere. &lt;br /&gt;
&lt;br /&gt;
Two main forms of physical attacks are MELEE and PROJECTILE attacks. Melee attack bonuses cover nearly all non-firing handheld weapons used in close combat that are used to thrust, slash, chop, bludgeon, etc. Projectile attack bonuses apply to weapons that launch projectiles, such as bows, crossbows, firearms, etc., but not hurled weapons. In Storm &amp;amp; Steel, hurled weapons share the same bonuses as Melee attacks even though they are a form of ranged weapons. The difference in game mechanics between &amp;quot;projectile&amp;quot; and &amp;quot;hurled&amp;quot; weapons in Storm &amp;amp; Steel is that weapons in the hurled weapons category rely on both Strength &amp;amp; Dexterity; and weapons in the missile category rely typically on Dexterity. The total of the bonuses applies to both ATTACK &#039;&#039;and&#039;&#039; DAMAGE rolls. The combat bonuses are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MELEE BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;HURLED BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MISSILE BONUS&#039;&#039;&#039; = Dexterity + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TWO HANDED WEAPON BONUS&#039;&#039;&#039; = Melee Bonus + 50% (round down)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXCEPTIONS TO NORMAL ATTACK &amp;amp; DAMAGE BONUSES:&#039;&#039;&#039; Characters that receive ATTACK FINESSE and ATTACK BRUTALITY as special combat training can elect to use their dexterity bonus instead of strength; or strength instead of dexterity for melee attacks when using appropriate weapons. Entries for Attack Finesse and Attack Brutality can be found on the Character Worksheet.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Defense Bonuses | &#039;&#039;&#039;DEFENSE BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, for every attack roll made by an attacker, a defense roll is made by the defender. There are several factors that determine success or failure of a defense roll. The primary factors for a defense roll are DEXTERITY, BASE DEFENSE BONUS, SHIELD BONUS, and ARMOR PENALTY. Other related defense bonuses and penalties will be addressed elsewhere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE DEFENSE BONUS&#039;&#039;&#039; = 1/2 of the character&#039;s Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
There are four types of defense recorded on character sheets. The first two main forms of defense for characters are defense &#039;&#039;&#039;with a shield&#039;&#039;&#039; and &#039;&#039;&#039;defense without a shield&#039;&#039;&#039;. In addition to tracking both the defense with and without a shield, both the &#039;&#039;&#039;defense vs. melee&#039;&#039;&#039; and &#039;&#039;&#039;defense vs. missile&#039;&#039;&#039; weapons must also be recorded.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MELEE BONUS (NO SHIELD)&#039;&#039;&#039; = Dexterity (Dodge) + Dexterity (Parry) + Base Defense Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MISSILE BONUS (NO SHIELD)&#039;&#039;&#039; = Defense vs Melee Bonus / 2 (assumes missile parry penalty)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MELEE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEFENSE VS MISSILE (WITH SHIELD) BONUS&#039;&#039;&#039; = Defense vs Melee + Shield Bonus + (Shield Bonus again, if the shield is metal) - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OTHER DEFENSE BONUSES:&#039;&#039;&#039; Special class abilities, spells, and weapon &amp;amp; shield enchantments can also modify defense bonuses. Examples of special class abilities that modify defense bonuses are Dodge, Parry, Shield Defense, Missile Parrying, etc. There are blank spaces on the Character Worksheet to record these modifiers.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2269</id>
		<title>S&amp;S: Character Creation</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2269"/>
		<updated>2026-09-25T11:03:47Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[S&amp;amp;S: Getting Started | &#039;&#039;&#039;GETTING STARTED:&#039;&#039;&#039;]]== &lt;br /&gt;
The GameMaster should tell players which character [[S&amp;amp;S: Races | Races]] and [[S&amp;amp;S: Classes | Classes]] are available for play, and what level their characters will begin play at. By default, normal starting play in Storm &amp;amp; Steel begins at level zero: with level zero representing a character that is an inexperienced apprentice or otherwise progressing through their initial training in their new class.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Class &amp;amp; Race Combination Restrictions | &#039;&#039;&#039;CLASS &amp;amp; RACE COMBINATION RESTRICTIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Some classes may not be deemed suitable for use by some races, cultures, heritages, or even forbidden by some deities. Such unsuitable combinations are either viewed with distaste by the offended, not available in a milieu, or simply not possible to learn by that particular race due to some insurmountable incompatibility. If a character does somehow gain access to a restricted class, there may be consequences for their character, such as being shunned, attacked, or even hunted by opposing factions. It is suggested that GameMasters clearly declare the general consequences that might be incurred for engaging in the practice of a forbidden class before a character chooses it. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Occupations | &#039;&#039;&#039;OCCUPATIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Once the Race and Class are selected, an occupation may be decided for the character. Occupations are typically non-adventuring class careers that a player character has most likely learned prior to gaining an adventuring class. It&#039;s what player characters did - or do - for a living. One or more such trades are able to be selected or gained by rolling randomly on the character occupation table. Occupations may increase ability scores, award abilities and skills, and can be a source of income. A GameMaster may restrict the number of occupations characters have, if they wish; or can restrict the benefits of gaining more than one occupation. GameMasters may also rule that certain occupations are restricted from certain character races, classes, or other conditions in a way similar to how Class &amp;amp; Race Combination Restrictions are handled. The GameMaster is encouraged to allow players some freedom to use occupations to help develop good, solid character concepts. In any case, occupations are not required to be selected for characters, however, the benefits of having an occupation are fairly substantial.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Culture | &#039;&#039;&#039;CULTURE:&#039;&#039;&#039;]]== &lt;br /&gt;
If a player character is from a specific culture in the milieu, then they may be awarded benefits of that culture, or even restrictions, drawbacks, or quirks. Certain cultural benefits might include weapon proficiencies, skills, improved ability scores, etc. Restrictions and drawbacks might be class related (see above), limited deity choices, viewing certain creatures or cultures with disdain or malice, etc. Quirks may include a noticeable accent, preference for food items that are considered strange by other cultures, etc.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Heritage | &#039;&#039;&#039;HERITAGE:&#039;&#039;&#039;]]== &lt;br /&gt;
The heritage of a character includes what social class they are; family lineage, etc. Heritage can award similar benefits to that of culture, above; and in some cases, even the restrictions. A character&#039;s heritage may grant them the potential of wielding magic inherited through a family bloodline. Heritage typically can be selected, but in some cases may be randomly determined. Social class can award additional starting coin and even arms and armor. As with occupations and culture, it is typically optional.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Age | &#039;&#039;&#039;AGE:&#039;&#039;&#039;]]==&lt;br /&gt;
Storm &amp;amp; Steel characters can be of any normal age range possible for their race choice. The player can either make a random roll to determine age or choose the age they wish to play. When age is determined, the character receives modifiers to their ability scores to reflect changes they have gone through over the years. The changes are cumulatively applied to the character in the order they would have occurred, starting with &amp;quot;young adult&amp;quot; and proceeding up through the age categories until they reach their current age.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Rolling Ability Scores | &#039;&#039;&#039;ROLLING ABILITY SCORES&#039;&#039;&#039;]]==&lt;br /&gt;
*Method I: Roll for eight dice, discarding the lowest. Assign the seven scores where desired, applying modifiers for race, class, age, etc.. See below for complete die procedure.&lt;br /&gt;
*Method II: Roll two dice for each ability score, discarding the lowest. Scores are assigned to a specific ability as it&#039;s being rolled, applying modifiers for race, class, age, etc. See below for complete die procedure.&lt;br /&gt;
&lt;br /&gt;
In Storm &amp;amp; Steel, player characters are not assumed to be average as the normal inhabitants of the world are considered to be. Their abilities are not steered toward a middle of the road average - and are instead on a linear probability curve where the chances of rolling high are just as equal as rolling low or somewhere in between. As such, a single six-sided die is rolled for each ability score. Normal inhabitants of the world use a bell-curve as a result of averaging several dice. The complete procedure for die rolling is as follows:&lt;br /&gt;
&lt;br /&gt;
* a roll of 1 through 5 is kept and is considered the final roll for an ability score, before modifiers.&lt;br /&gt;
* a roll of 6 is considered an ability score of 0, and the roll must be repeated. If another 6 is rolled, the ability score of 0 then becomes a -1, and the roll must be repeated. If another 6 is rolled, the score of 0 becomes a -2; and so on, and so forth. Modifiers are applied to the score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOW SCORES:&#039;&#039;&#039; No ability score in the game may be lower than -5, and no player character can have an ability score less than -3. A GameMaster can choose to raise the lower-limit of player character scores from -3 to whatever minimum they wish. When raising it, exceptionally low rolls can either default to the minimum the GameMaster chose - or they can have the player re-roll the ability. Alternatively, the character could be considered hopeless and the GameMaster can have the player re-roll the entire set of ability scores, if they wish.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Combat Bonuses | &#039;&#039;&#039;COMBAT BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, there are several factors that assist in determining the success or failure when rolling a die to attack and damage an enemy. The primary factors for attacks are STRENGTH, DEXTERITY, and BASE COMBAT BONUS. Other related combat bonuses or penalties will be addressed elsewhere. &lt;br /&gt;
&lt;br /&gt;
Two main forms of physical attacks are MELEE and PROJECTILE attacks. Melee attack bonuses cover nearly all non-firing handheld weapons used in close combat that are used to thrust, slash, chop, bludgeon, etc. Projectile attack bonuses apply to weapons that launch projectiles, such as bows, crossbows, firearms, etc., but not hurled weapons. In Storm &amp;amp; Steel, hurled weapons share the same bonuses as Melee attacks even though they are a form of ranged weapons. The difference in game mechanics between &amp;quot;projectile&amp;quot; and &amp;quot;hurled&amp;quot; weapons in Storm &amp;amp; Steel is that weapons in the hurled weapons category rely on both Strength &amp;amp; Dexterity; and weapons in the missile category rely typically on Dexterity. The total of the bonuses applies to both ATTACK &#039;&#039;and&#039;&#039; DAMAGE rolls. The combat bonuses are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELEE BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HURLED BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MISSILE BONUS&#039;&#039;&#039; = Dexterity + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
It is recommended that all modifiers should be tracked on the Storm &amp;amp; Steel Character Worksheet, and final totals recorded on the main Storm &amp;amp; Steel Character Sheet. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Defense Bonuses | &#039;&#039;&#039;DEFENSE BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, for every attack roll made by an attacker, a defense roll is made by the defender. There are several factors that determine success or failure of a defense roll. The primary factors for a defense roll are DEXTERITY, BASE DEFENSE BONUS, SHIELD BONUS, and ARMOR PENALTY. Other related defense bonuses and penalties will be addressed elsewhere. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE DEFENSE BONUS&#039;&#039;&#039; = 1/2 of the character&#039;s Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
There are two main types of defense recorded on character sheets. The two main forms of defense for characters are defense with a shield and defense without a shield. For defense using a shield and not, the defense vs. melee and defense vs. missile weapons must also be tracked for a total of four total types of defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELEE DEFENSE BONUS (NO SHIELD)&#039;&#039;&#039; = Dexterity + Dexterity + Base Defense Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELEE DEFENSE WITH SHIELD BONUS&#039;&#039;&#039; = Dexterity + Dexterity + Base Defense Bonus + Shield Bonus - Armor Penalty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MISSILE DEFENSE BONUS (NO SHIELD)&#039;&#039;&#039; = Melee Defense Bonus / 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MISSILE DEFENSE WITH METAL SHIELD BONUS&#039;&#039;&#039; = Melee Defense Bonus + Shield Bonus (again)&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2268</id>
		<title>S&amp;S: Character Creation</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2268"/>
		<updated>2026-09-25T04:07:54Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[S&amp;amp;S: Getting Started | &#039;&#039;&#039;GETTING STARTED:&#039;&#039;&#039;]]== &lt;br /&gt;
The GameMaster should tell players which character [[S&amp;amp;S: Races | Races]] and [[S&amp;amp;S: Classes | Classes]] are available for play, and what level their characters will begin play at. By default, normal starting play in Storm &amp;amp; Steel begins at level zero: with level zero representing a character that is an inexperienced apprentice or otherwise progressing through their initial training in their new class.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Class &amp;amp; Race Combination Restrictions | &#039;&#039;&#039;CLASS &amp;amp; RACE COMBINATION RESTRICTIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Some classes may not be deemed suitable for use by some races, cultures, heritages, or even forbidden by some deities. Such unsuitable combinations are either viewed with distaste by the offended, not available in a milieu, or simply not possible to learn by that particular race due to some insurmountable incompatibility. If a character does somehow gain access to a restricted class, there may be consequences for their character, such as being shunned, attacked, or even hunted by opposing factions. It is suggested that GameMasters clearly declare the general consequences that might be incurred for engaging in the practice of a forbidden class before a character chooses it. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Occupations | &#039;&#039;&#039;OCCUPATIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Once the Race and Class are selected, an occupation may be decided for the character. Occupations are typically non-adventuring class careers that a player character has most likely learned prior to gaining an adventuring class. It&#039;s what player characters did - or do - for a living. One or more such trades are able to be selected or gained by rolling randomly on the character occupation table. Occupations may increase ability scores, award abilities and skills, and can be a source of income. A GameMaster may restrict the number of occupations characters have, if they wish; or can restrict the benefits of gaining more than one occupation. GameMasters may also rule that certain occupations are restricted from certain character races, classes, or other conditions in a way similar to how Class &amp;amp; Race Combination Restrictions are handled. The GameMaster is encouraged to allow players some freedom to use occupations to help develop good, solid character concepts. In any case, occupations are not required to be selected for characters, however, the benefits of having an occupation are fairly substantial.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Culture | &#039;&#039;&#039;CULTURE:&#039;&#039;&#039;]]== &lt;br /&gt;
If a player character is from a specific culture in the milieu, then they may be awarded benefits of that culture, or even restrictions, drawbacks, or quirks. Certain cultural benefits might include weapon proficiencies, skills, improved ability scores, etc. Restrictions and drawbacks might be class related (see above), limited deity choices, viewing certain creatures or cultures with disdain or malice, etc. Quirks may include a noticeable accent, preference for food items that are considered strange by other cultures, etc.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Heritage | &#039;&#039;&#039;HERITAGE:&#039;&#039;&#039;]]== &lt;br /&gt;
The heritage of a character includes what social class they are; family lineage, etc. Heritage can award similar benefits to that of culture, above; and in some cases, even the restrictions. A character&#039;s heritage may grant them the potential of wielding magic inherited through a family bloodline. Heritage typically can be selected, but in some cases may be randomly determined. Social class can award additional starting coin and even arms and armor. As with occupations and culture, it is typically optional.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Rolling Ability Scores | &#039;&#039;&#039;ROLLING ABILITY SCORES&#039;&#039;&#039;]]==&lt;br /&gt;
*Method I: Roll for eight dice, discarding the lowest. Assign the seven scores where desired, applying modifiers for race, class, etc.. See below for complete die procedure.&lt;br /&gt;
*Method II: Roll two dice for each ability score, discarding the lowest. Scores are assigned to a specific ability as it&#039;s being rolled, applying modifiers for race, class, etc. See below for complete die procedure.&lt;br /&gt;
&lt;br /&gt;
In Storm &amp;amp; Steel, player characters are not assumed to be average as the normal inhabitants of the world are considered to be. Their abilities are not steered toward a middle of the road average - and are instead on a linear probability curve where the chances of rolling high are just as equal as rolling low or somewhere in between. As such, a single six-sided die is rolled for each ability score. Normal inhabitants of the world use a bell-curve as a result of averaging several dice. The complete procedure for die rolling is as follows:&lt;br /&gt;
&lt;br /&gt;
* a roll of 1 through 5 is kept and is considered the final roll for an ability score, before modifiers.&lt;br /&gt;
* a roll of 6 is considered an ability score of 0, and the roll must be repeated. If another 6 is rolled, the ability score of 0 then becomes a -1, and the roll must be repeated. If another 6 is rolled, the score of 0 becomes a -2; and so on, and so forth. Modifiers are applied to the score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOW SCORES:&#039;&#039;&#039; No ability score in the game may be lower than -5, and no player character can have an ability score less than -3. A GameMaster can choose to raise the lower-limit of player character scores from -3 to whatever minimum they wish. When raising it, exceptionally low rolls can either default to the minimum the GameMaster chose - or they can have the player re-roll the ability. Alternatively, the character could be considered hopeless and the GameMaster can have the player re-roll the entire set of ability scores, if they wish.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Combat Bonuses | &#039;&#039;&#039;COMBAT BONUSES&#039;&#039;&#039;]]==&lt;br /&gt;
In Storm &amp;amp; Steel, there are several factors that assist in determining the success or failure when rolling a die to attack an enemy. The primary factors for attacks are STRENGTH, DEXTERITY, and BASE COMBAT BONUS. Other combat bonuses or penalties will be addressed elsewhere. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The main forms of physical attacks are MELEE and PROJECTILE. Melee attack bonuses cover nearly all non-firing handheld weapons used in close combat that are used to thrust, slash, chop, bludgeon, etc. Missile attack bonuses apply to weapons that &#039;&#039;fire&#039;&#039; projectiles, such as bows, crossbows, firearms, etc. In Storm &amp;amp; Steel, hurled weapons share the same bonuses as Melee, even though they are a form of ranged weapons. The difference &amp;quot;missile&amp;quot; and &amp;quot;hurled&amp;quot; weapons in Storm &amp;amp; Steel is that weapons in the hurled weapons category rely on both Strength &amp;amp; Dexterity; and weapons in the missile category rely typically on Dexterity. The total bonus applies to both ATTACK &#039;&#039;and&#039;&#039; DAMAGE rolls. The combat bonuses are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELEE BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HURLED BONUS&#039;&#039;&#039; = Strength + Dexterity + Base Combat Bonus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MISSILE BONUS&#039;&#039;&#039; = Dexterity + Dexterity + Base Combat Bonus&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2267</id>
		<title>S&amp;S: Character Creation</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Character_Creation&amp;diff=2267"/>
		<updated>2026-09-25T03:10:21Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: Created page with &amp;quot;== &amp;#039;&amp;#039;&amp;#039;GETTING STARTED:&amp;#039;&amp;#039;&amp;#039;==  The GameMaster should tell players which character  Races and  Classes are available for play, and what level their characters will begin play at. By default, normal starting play in Storm &amp;amp; Steel begins at level zero: with level zero representing a character that is an inexperienced apprentice or otherwise progressing through their initial training in their new class.  ==S&amp;amp;S: Clas...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[S&amp;amp;S: Getting Started | &#039;&#039;&#039;GETTING STARTED:&#039;&#039;&#039;]]== &lt;br /&gt;
The GameMaster should tell players which character [[S&amp;amp;S: Races | Races]] and [[S&amp;amp;S: Classes | Classes]] are available for play, and what level their characters will begin play at. By default, normal starting play in Storm &amp;amp; Steel begins at level zero: with level zero representing a character that is an inexperienced apprentice or otherwise progressing through their initial training in their new class.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Class &amp;amp; Race Combination Restrictions | &#039;&#039;&#039;CLASS &amp;amp; RACE COMBINATION RESTRICTIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Some classes may not be deemed suitable for use by some races, cultures, heritages, or even forbidden by some deities. Such unsuitable combinations are either viewed with distaste by the offended, not available in a milieu, or simply not possible to learn by that particular race due to some insurmountable incompatibility. If a character does somehow gain access to a restricted class, there may be consequences for their character, such as being shunned, attacked, or even hunted by opposing factions. It is suggested that GameMasters clearly declare the general consequences that might be incurred for engaging in the practice of a forbidden class before a character chooses it. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Occupations | &#039;&#039;&#039;OCCUPATIONS:&#039;&#039;&#039;]]== &lt;br /&gt;
Once the Race and Class are selected, an occupation may be decided for the character. Occupations are typically non-adventuring class careers that a player character has most likely learned prior to gaining an adventuring class. It&#039;s what player characters did - or do - for a living. One or more such trades are able to be selected or gained by rolling randomly on the character occupation table. Occupations may increase ability scores, award abilities and skills, and can be a source of income. A GameMaster may restrict the number of occupations characters have, if they wish; or can restrict the benefits of gaining more than one occupation. GameMasters may also rule that certain occupations are restricted from certain character races, classes, or other conditions in a way similar to how Class &amp;amp; Race Combination Restrictions are handled. The GameMaster is encouraged to allow players some freedom to use occupations to help develop good, solid character concepts. In any case, occupations are not required to be selected for characters, however, the benefits of having an occupation are fairly substantial.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Culture | &#039;&#039;&#039;CULTURE:&#039;&#039;&#039;]]== &lt;br /&gt;
If a player character is from a specific culture in the milieu, then they may be awarded benefits of that culture, or even restrictions, drawbacks, or quirks. Certain cultural benefits might include weapon proficiencies, skills, improved ability scores, etc. Restrictions and drawbacks might be class related (see above), limited deity choices, viewing certain creatures or cultures with disdain or malice, etc. Quirks may include a noticeable accent, preference for food items that are considered strange by other cultures, etc.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Heritage | &#039;&#039;&#039;HERITAGE:&#039;&#039;&#039;]]== &lt;br /&gt;
The heritage of a character includes what social class they are; family lineage, etc. Heritage can award similar benefits to that of culture, above; and in some cases, even the restrictions. A character&#039;s heritage may grant them the potential of wielding magic inherited through a family bloodline. Heritage typically can be selected, but in some cases may be randomly determined. Social class can award additional starting coin and even arms and armor. As with occupations and culture, it is typically optional.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Rolling Ability Scores | &#039;&#039;&#039;ROLLING ABILITY SCORES&#039;&#039;&#039;]]==&lt;br /&gt;
*Method I: Roll for eight dice, discarding the lowest. Assign the seven scores where desired, applying modifiers for race, class, etc.. See below for complete die procedure.&lt;br /&gt;
*Method II: Roll two dice for each ability score, discarding the lowest. Scores are assigned to a specific ability as it&#039;s being rolled, applying modifiers for race, class, etc. See below for complete die procedure.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In Storm &amp;amp; Steel, player characters are not assumed to be average as the normal inhabitants of the world are considered to be. Their abilities are not steered toward a middle of the road average - and are instead on a linear probability curve where the chances of rolling high are just as equal as rolling low or somewhere in between. As such, a single six-sided die is rolled for each ability score. Normal inhabitants of the world use a bell-curve as a result of averaging several dice. The complete procedure for die rolling is as follows:&lt;br /&gt;
&lt;br /&gt;
* a roll of 1 through 5 is kept and is considered the final roll for an ability score, before modifiers.&lt;br /&gt;
* a roll of 6 is considered an ability score of 0, and the roll must be repeated. If another 6 is rolled, the ability score of 0 then becomes a -1, and the roll must be repeated. If another 6 is rolled, the score of 0 becomes a -2; and so on, and so forth. Modifiers are applied to the score.&lt;br /&gt;
&lt;br /&gt;
No ability score in the game may be lower than -5, and no player character can have an ability score less than -3. A GameMaster can choose to raise the lower-limit of player character scores from -3 to whatever minimum they wish. When raising it, exceptionally low rolls can either default to the minimum the GameMaster chose - or they can have the player re-roll the ability. Alternatively, the character could be considered hopeless and the GameMaster can have the player re-roll the entire set of ability scores, if they wish.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_The_Ability_Scores&amp;diff=2266</id>
		<title>S&amp;S: The Ability Scores</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_The_Ability_Scores&amp;diff=2266"/>
		<updated>2026-09-24T22:49:51Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SEVEN ABILITY SCORES:&#039;&#039;&#039; Storm &amp;amp; Steel characters possess several physical and mental characteristics that help define them. Each characteristic is quantified with a numerical value. These attributes are the character&#039;s &amp;quot;ability scores&amp;quot;. Each character possesses seven Ability Scores. The abilities are STRENGTH, DEXTERITY, CONSTITUTION, INTELLIGENCE, WISDOM, CHARISMA, and APPEARANCE. The value of each ability score is a bonus that is applied to associated die rolls in Storm &amp;amp; Steel. Thus, a strength score of 4 awards a +4 bonus on rolls associated with strength, such as a weapon damage roll. Likewise, a dexterity score of 3 awards a +3 bonus to rolls associated with dexterity, which incidentally, in Storm &amp;amp; Steel, also awards a bonus to weapon damage rolls, just as strength does.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Descriptive Traits:&#039;&#039;&#039; While each ability score is actually a composite of several physical and mental attributes working together, Storm &amp;amp; Steel places two broad descriptive traits and several sub-traits under each ability to break down what the ability scores entail. These two descriptive terms represent a certain balance of the two traits within each characteristic which produces the final ability score. Most characters are considered equal in each pair of traits. However, consider a character who may be of a relatively small stature, yet possessing a strength of 4 or more. The damage bonus of +4 may mostly be due to powerful body mechanics (Power). Compare this to someone who is large in stature that enjoys the same damage bonus of +4 due to their ability to lift heavy weight (Might).  These traits may be mentioned in game mechanics but are generally used only for reference. However, Storm &amp;amp; Steel may offer optional rules in the future to flesh out such unique characters with accompanying game mechanics.&lt;br /&gt;
&lt;br /&gt;
While all of the ability scores are used in various skills, there are some additional areas where they are applied. Such areas are briefly mentioned below.&lt;br /&gt;
&lt;br /&gt;
The reference traits for each ability score are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STRENGTH: Muscular power. Affects the ability to power through defenses and generate damage.&#039;&#039;&#039;&lt;br /&gt;
: Might: Ability to move or lift weight.&lt;br /&gt;
: Power: Ability to generate destructive power through body mechanics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEXTERITY: Reflexes and Coordination. Affects the ability to hit and do more damage. Affects the ability to dodge and parry attacks.&#039;&#039;&#039;&lt;br /&gt;
: Agility: Speed and timing.&lt;br /&gt;
: Coordination: Precision of movement, as well as hand-eye motor skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CONSTITUTION: Resistance to bodily punishment and ability to resist harmful agents. Affects hit points.&#039;&#039;&#039;&lt;br /&gt;
: Toughness: General stamina and ability to withstand punishment.&lt;br /&gt;
: Health: General resistance to disease, sickness, and toxins.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;INTELLIGENCE: Memory and logic. Affects most arcane spell casting and resistance to mind control.&#039;&#039;&#039;&lt;br /&gt;
: Memory: General ability to recall and level of mental retentiveness.&lt;br /&gt;
: Deduction: Problem solving and general brilliance.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WISDOM: Judgement and strength of will. Affects most divine spell casting and resistance to mind control.&#039;&#039;&#039;&lt;br /&gt;
: Intuition: Understanding and instinct.&lt;br /&gt;
: Willpower: Self-discipline, self-control, and resolve.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CHARISMA: Social magnetism, personality, and general social skills and charm. Affects encounter reactions.&#039;&#039;&#039;&lt;br /&gt;
: Persuasiveness: General ability to influence others and sway opinions.&lt;br /&gt;
: Fluency: General level of articulation and eloquence.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;APPEARANCE: Physical aesthetics, level of beauty, and ability to influence by demeanor. Affects encounter reactions.&#039;&#039;&#039;&lt;br /&gt;
: Form: General physique and level of appeal of facial features.&lt;br /&gt;
: Splendor: Level of style, glamour, and bearing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BASE ABILITY SCORES:&#039;&#039;&#039; Base ability scores are determined randomly by die rolls. The base rolls are detailed in the [[S&amp;amp;S:Character Creation | Character Creation]] section. Once the base scores are determined, they are modified by several factors: [[S&amp;amp;S: Races | Race]], [[S&amp;amp;S: Classes | Class]], [[S&amp;amp;S: Occupation | Occupation]], and sometimes cultural, regional influences, and heritage. These factors are selected at creation and their influence on ability scores are explained in the appropriate sections detailing each factor.&lt;br /&gt;
&lt;br /&gt;
[[S&amp;amp;S: Racial Modifiers | &#039;&#039;&#039;RACIAL MODIFIERS:&#039;&#039;&#039;]] Each [[S&amp;amp;S: Races | Race]] in Storm &amp;amp; Steel is unique, and the choice of race type typically influences the character&#039;s base ability scores. These racial modifiers are assumed to be characteristic of the type of creature they are, or partly the influence of the culture and traditions they come from and are surrounded by. A typical ogre, for example, would naturally be strong, especially when dwelling among other ogres, where strength means survival! Similarly, by nature, ogres are not particularly intellectual, prudent, or insightful. A GameMaster could make a ruling that an ogre raised in a more thought-nurturing environment could receive a bonus to offset their natural tendencies, however, this falls under a cultural modifier (see below).&lt;br /&gt;
&lt;br /&gt;
[[S&amp;amp;S: Class Modifiers | &#039;&#039;&#039;CLASS MODIFIERS:&#039;&#039;&#039;]] [[S&amp;amp;S: Classes | Classes]] in Storm &amp;amp; Steel forever change the characters who engage in them. This is the result of repetition, intense training, and increasing aptitude in their chosen class. Not all classes, however similar, are equal in training. Strength gains in the Warrior class are not the same as that of Barbarian. Some ability score modifiers are awarded at character creation, and later as the character progresses in power.&lt;br /&gt;
&lt;br /&gt;
[[S&amp;amp;S: Occupational Modifiers | &#039;&#039;&#039;OCCUPATIONAL MODIFIERS:&#039;&#039;&#039;]] Just as class choices can change a character, so can [[S&amp;amp;S: Occupation | Occupation]]. These modifiers are typically awarded at [[S&amp;amp;S: Character Creation | Character Creation]] but can be awarded as a character progresses in Storm &amp;amp; Steel, assuming a character continues to arduously engage in the occupation. &lt;br /&gt;
&lt;br /&gt;
[[S&amp;amp;S: Cultural, Regional, and Heritage Modifiers | &#039;&#039;&#039;CULTURAL, REGIONAL, AND HERITAGE MODIFIERS:&#039;&#039;&#039;]] The environment that a persona is raised in can change the character&#039;s ability scores, abilities, and skill sets. Storm &amp;amp; Steel offers suggested skills, abilities, and ability modifiers for cultural and regional considerations in Storm &amp;amp; Steel&#039;s world setting of [[S&amp;amp;S: Tartania | &#039;&#039;&#039;TARTANIA&#039;&#039;&#039;]]. Somewhat similar suggestions are offered for regions, cultures, and heritage for general settings that a GameMaster can easily adopt for their campaign.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2265</id>
		<title>Storm &amp; Steel</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2265"/>
		<updated>2026-09-24T19:57:51Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt; The new roleplaying system and world created by genius artist Steven Hill&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size:24pt&amp;quot;&amp;gt;Storm &amp;amp; Steel&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel is a medieval fantasy adventure roleplaying game system where players create custom characters that can master magic and combat to make their way through a dangerous world filled with monstrosities, supernatural perils, and deadly combatants. While many of its elements are both familiar and unique to fantasy roleplaying, its robust combat system is new and intuitive.&lt;br /&gt;
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==[[S&amp;amp;S: The Persona | &#039;&#039;&#039;The Persona&#039;&#039;&#039;]]==&lt;br /&gt;
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The persona is what the world sees - and does not see - as a player controls their character. It is more than the sum of their attributes, powers, abilities, possessions, and other character defining things: it is their personality, traits, quirks, goals, drive, and personal choices that truly define the character. &lt;br /&gt;
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==[[S&amp;amp;S: Character Creation | &#039;&#039;&#039;Character Creation&#039;&#039;&#039;]]==&lt;br /&gt;
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Character creation is a cooperative creative process done together with both the guidance of the GameMaster and the Player to bring the necessary pieces of the character together. While a self-guided process will be provided for players to design characters, a hands-on approach by GameMasters is &#039;&#039;more&#039;&#039; desirable to ensure a better fit into the GameMaster&#039;s customized milieu. A set of [[character sheets | character sheets]] will be provided along with the steps needed to fill them.&lt;br /&gt;
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==[[S&amp;amp;S: The Ability Scores | &#039;&#039;&#039;The Ability Scores&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
A character&#039;s physical and mental attributes are numerically defined by seven ability scores determined by random rolls adjusted by modifiers from race, class, occupations, etc. The value of each ability score represents the &#039;&#039;actual&#039;&#039; bonus or penalty awarded for the attribute. The scores (-1, 0, +1, +2, etc.) are recorded in required places on [[character sheets | character sheets]] throughout the character making process.&lt;br /&gt;
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==[[S&amp;amp;S: Races | &#039;&#039;&#039;Races&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and familiar playable fantasy races that can be chosen by players. However, the GameMaster may adjust the available choices to fit their particular milieu. Many races have special abilities and modifiers to physical and mental attributes. Each available choice can be a unique roleplaying experience.&lt;br /&gt;
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==[[S&amp;amp;S: Classes | &#039;&#039;&#039;Classes&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and common playable fantasy classes that can be chosen by players. However, much like with the races, the Gamemaster may decide which are available within their particular milieu. &lt;br /&gt;
&lt;br /&gt;
==[[Occupations, Heritage, and Culture | &#039;&#039;&#039;Occupations, Heritage, and Culture&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Occupations, Heritage, and Culture are character defining details in Storm &amp;amp; Steel. They often offer advantages (and sometimes restrictions, in the cases of some Heritage and Culture options) based on a character&#039;s background. They can be selected or rolled randomly. A GameMaster&#039;s milieu may determine where such background options are available.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Skills | &#039;&#039;&#039;Skills&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a great number of skills that are typically not directly related to combat. These are often garnered from classes, race, occupations, heritage, culture, background, and the general imagination of the player. &lt;br /&gt;
&lt;br /&gt;
* Storm &amp;amp; Steel generally offers skills &#039;&#039;freely&#039;&#039; where proper but allows the possibility of gaining skills not associated with the forementioned sources above. This is only if deemed available by the GameMaster and special Skill Points are spent. Skill Points not spent on adding otherwise unassociated skills can be used to bolster character skills. &lt;br /&gt;
&lt;br /&gt;
* A Skill Point system is offered for GameMasters who have a &amp;quot;hands-off&amp;quot; approach to skill determination.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Combat | &#039;&#039;&#039;Combat&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a robust, strategic combat system guided by a uniquely intuitive movement and initiative system - where the action and combat momentum is continuous! &lt;br /&gt;
&lt;br /&gt;
* Every round of combat is divided into segments in which every character can move throughout the round, even when it&#039;s not their turn to attack. This means every player has something to do on every segment, if they choose. The ebb and flow of combat is easy to follow and intuitive as it plays out on the tabletop. The system rids for the need of clunky, non-immersive rules and feels less &#039;gamey&#039;. Even new players are typically more decisive and less likely to be struck with &#039;decision paralysis&#039;. At the same time, this movement system is quick and easy!&lt;br /&gt;
&lt;br /&gt;
* Attacks: Attackers roll dice to attack.&lt;br /&gt;
&lt;br /&gt;
* Defense: Defenders roll dice to defend.&lt;br /&gt;
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* Attackers roll dice for damage if successfully striking.&lt;br /&gt;
&lt;br /&gt;
* Defenders roll dice for Damage Reduction awarded by their armor and magical protections.&lt;br /&gt;
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==[[S&amp;amp;S: Weapons | &#039;&#039;&#039;Weapons&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a system (including additional optional systems) where weapon choices are meaningful. &lt;br /&gt;
&lt;br /&gt;
* Shorter, faster weapons will improve chances to attack sooner but will typically score less damage.&lt;br /&gt;
&lt;br /&gt;
* Longer, slower weapon will impair chances to attack sooner but will typically score more damage.&lt;br /&gt;
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* Longer weapons, in general, will allow a wielder to strike an opponent with a shorter weapon &#039;&#039;immediately&#039;&#039; when making &#039;&#039;first&#039;&#039; contact.&lt;br /&gt;
&lt;br /&gt;
* Storm &amp;amp; Steel rules recognize the advantage and disadvantage of weapon designs versus armor (or lack thereof) and awards attractive bonuses and reasonable penalties for their use. While there are many armor choices in Storm &amp;amp; Steel, there are only four major armor categories to consider when dealing with weapon types versus armor types: so, the weapon bonuses are quick &amp;amp; easy to use.&lt;br /&gt;
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==[[S&amp;amp;S: Armor | &#039;&#039;&#039;Armor&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a great assortment of historical and fantasy armor types, each with their own numerical value that reduces damage scored against the wearer. While more protective heavy armor can reduce movement and Defense bonuses due to weight and mobility considerations, the Damage Reduction may outweigh being struck more often. Shields in Storm &amp;amp; Steel offer Defense bonuses based on their size and award some damage reduction. Metal shields award further bonuses versus ranged weapons. Metal shields, as well as larger shields, do however reduce movement.&lt;br /&gt;
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==[[S&amp;amp;S: Powers | &#039;&#039;&#039;Powers&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Powers are magical abilities that often have similar effects to that of magic spells but often without the necessity of an incantation to present the power. They are typically wielded by adventuring classes and magical creatures, or found in magical treasures.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Spells | &#039;&#039;&#039;Spells&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Spells are typically created by incantations designed to release some form of magical energy or effect. Sometimes they are a form of magical super-science that follow certain laws of the magical universe, much like the laws of mundane science. Sometimes the spells were created by mighty supernatural beings and gods and left to be used for all-time to those that can fathom them and wield them. Some spells are granted directly by supernatural beings and gods directly, either with or without worship or devotion. When worship is required, the magic spells are considered truly divine.&lt;br /&gt;
&lt;br /&gt;
* In Storm &amp;amp; Steel, many creatures are not able to innately perform magic spells even when they have the means to train: for magical power is something that one is either born with or granted by a master who &#039;loans&#039; such power during an apprenticeship. When an apprenticeship is deemed over, the master may either permanently grant the apprentice the power or withhold such permanence.&lt;br /&gt;
&lt;br /&gt;
* The magical power needed to cast magic spells is a power that is spiritually found inside the body of one who has either inherited it from one or both parents - or given by a master (see above). The power found within is of a specific type, and by default, will not allow the creature to otherwise cast spells not associated with the magical type. Thus, a spellcaster who for example manipulates Force Magic may not be able to create magic fire, nor create undead. While many spellcasting classes may have similar spells, the effects may vary by class. A Force Master may have a stronger Force barrier that lasts longer than a Wizard who casts the same basic spell, for example.&lt;br /&gt;
&lt;br /&gt;
* The Storm &amp;amp; Steel magic system typically awards spellcasters pools of personal magic energy, usually in the form of Spell Points. Such pools of magical energy are totaled separately when more than one type of spellcasting is known.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: War Machines, Mounts, and Transports | &#039;&#039;&#039;War Machines, Mounts, and Transports&#039;&#039;&#039;]]==&lt;br /&gt;
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War machines, mounts, and transports can be found both in magical and mundane forms; as well as living, undead, and golem-like construction. Many specific examples are typically only found in certain parts of The World, produced by specific races, cultures, religions, factions, guilds, cities, or classes.&lt;br /&gt;
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==[[S&amp;amp;S: Treasures of the World | &#039;&#039;&#039;Treasures of the World&#039;&#039;&#039;]]==&lt;br /&gt;
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Treasures great and small can be discovered, conquered, earned, or made!&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Enchanted Treasures and Creations of Power | &#039;&#039;&#039;Enchanted Treasures and Creations of Power&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Magical treasures, whether minor and mighty, are the creations of spellcasters, creatures, magical beings, and gods. Famed spellcasters, races, religions, countries, and cities often have their own magical specialties, often produced exclusively. Their secrets and magical resources are often zealously guarded!&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Dungeoneering and Wilderness Adventuring | &#039;&#039;&#039;Dungeoneering and Wilderness Adventuring&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel details dungeon encounters and trappings, as well as rules for dungeoneering and survival equipment for dungeon and overland adventures. Also provided are rulings to help easily track time and movement during adventures, whether a dungeon crawl or wilderness trek. &lt;br /&gt;
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==[[S&amp;amp;S: Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs | &#039;&#039;&#039;Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Encounters are the backbone of a robust adventuring world. Storm &amp;amp; Steel details common and rare creatures of all levels of danger and adventure.  &lt;br /&gt;
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==[[S&amp;amp;S: The World | &#039;&#039;&#039;The World&#039;&#039;&#039;]]==&lt;br /&gt;
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While Storm &amp;amp; Steel is easily adapted to any fantasy world, it has its own world rich with life and magic! In it, great empires hammer and claw each other, while multitudes of kingdoms and magic realms feud. Unique varieties of the races of humans exist in sprawling, breathtaking realms, replete with their own distinctive and unrivaled architecture, magical innovations, and weapons of war. Powerful elven kingdoms heartily resist the changing world while dwarves thrive in their mountain citadels of stone and iron and underground civilizations, eagerly battling giants, dragons, and monstrous armies in unending wars. Mighty and old civilizations of both the living and the undead are endlessly at destructive odds. Great swaths of twisted living lands ooze and writhe as supernatural, wicked terrors issue forth from living chasms and hopelessly deep shifting caverns. Dragons and Draconians control vast lands of sprawling empires. Titans and Colossi thunder across distant lands, adversaries to the draconic empires. The rotting dead Colossi, seemingly disinterested with the rest of the world, guard long dead ancient civilizations and places of great power where only the mightiest of heroes and beings would dare venture. Throughout the world, the gods and other powerful divine and supernatural beings dwell, directly influencing those they seek to rule and those they seek to ruin!&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: The Divinity and Other Great Powers | &#039;&#039;&#039;The Divinity and Other Great Powers&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
In the World of Storm &amp;amp; Steel, many divine beings, gods and god-like beings of great power dwell among mortals! These mighty beings can be found all over the world. Some are hidden or secluded, while others exist in plain sight of both worshippers and enemies!&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_The_Ability_Scores&amp;diff=2264</id>
		<title>S&amp;S: The Ability Scores</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_The_Ability_Scores&amp;diff=2264"/>
		<updated>2026-09-24T10:21:38Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: Created page with &amp;quot;Storm &amp;amp; Steel characters possess several physical and mental characteristics that help define them. Each characteristic is quantified with a numerical value. These attributes are the character&amp;#039;s &amp;quot;ability scores&amp;quot;. Each character possesses seven Ability Scores. The abilities are STRENGTH, DEXTERITY, CONSTITUTION, INTELLIGENCE, WISDOM, CHARISMA, and APPEARANCE. The value of each ability score is a bonus that is applied to associated die rolls in Storm &amp;amp; Steel. Thus, a stren...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Storm &amp;amp; Steel characters possess several physical and mental characteristics that help define them. Each characteristic is quantified with a numerical value. These attributes are the character&#039;s &amp;quot;ability scores&amp;quot;. Each character possesses seven Ability Scores. The abilities are STRENGTH, DEXTERITY, CONSTITUTION, INTELLIGENCE, WISDOM, CHARISMA, and APPEARANCE. The value of each ability score is a bonus that is applied to associated die rolls in Storm &amp;amp; Steel. Thus, a strength score of 4 awards a +4 bonus on rolls associated with strength, such as a weapon damage roll. Likewise, a dexterity score of 3 awards a +3 bonus to rolls associated with dexterity, which incidentally, in Storm &amp;amp; Steel, also awards a bonus to weapon damage rolls, just as strength does.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Descriptive Traits:&#039;&#039;&#039; While each ability score is actually a composite of several physical and mental attributes working together, Storm &amp;amp; Steel places two broad descriptive traits and several sub-traits under each ability to break down what the ability scores entail. These two descriptive terms represent a certain balance of the two traits within each characteristic which produces the final ability score. Most characters are considered equal in each pair of traits. However, consider a character who may be of a relatively small stature, yet possessing a strength of 4 or more. The damage bonus of +4 may mostly be due to powerful body mechanics (Power). Compare this to someone who is large in stature that enjoys the same damage bonus of +4 due to their ability to lift heavy weight (Might).  These traits may be mentioned in game mechanics but are generally used only for reference. However, Storm &amp;amp; Steel may offer optional rules in the future to flesh out such unique characters with accompanying game mechanics.&lt;br /&gt;
&lt;br /&gt;
While all of the ability scores are used in various skills, there are some additional areas where they are applied. Such areas are briefly mentioned below.&lt;br /&gt;
&lt;br /&gt;
The reference traits for each ability score are as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STRENGTH: Muscular power. Affects the ability to power through defenses and generate damage.&#039;&#039;&#039;&lt;br /&gt;
: Might: Ability to move or lift weight.&lt;br /&gt;
: Power: Ability to generate destructive power through body mechanics.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;DEXTERITY: Reflexes and Coordination. Affects the ability to hit and do more damage. Affects the ability to dodge and parry attacks.&#039;&#039;&#039;&lt;br /&gt;
: Agility: Speed and timing.&lt;br /&gt;
: Coordination: Precision of movement, as well as hand-eye motor skills.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CONSTITUTION: Resistance to bodily punishment and ability to resist harmful agents. Affects hit points.&#039;&#039;&#039;&lt;br /&gt;
: Toughness: General stamina and ability to withstand punishment.&lt;br /&gt;
: Health: General resistance to disease, sickness, and toxins.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;INTELLIGENCE: Memory and logic. Affects most arcane spell casting and resistance to mind control.&#039;&#039;&#039;&lt;br /&gt;
: Memory: General ability to recall and level of mental retentiveness.&lt;br /&gt;
: Deduction: Problem solving and general brilliance.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WISDOM: Judgement and strength of will. Affects most divine spell casting and resistance to mind control.&#039;&#039;&#039;&lt;br /&gt;
: Intuition: Understanding and instinct.&lt;br /&gt;
: Willpower: Self-discipline, self-control, and resolve.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CHARISMA: Social magnetism, personality, and general social skills and charm. Affects encounter reactions.&#039;&#039;&#039;&lt;br /&gt;
: Persuasiveness: General ability to influence others and sway opinions.&lt;br /&gt;
: Fluency: General level of articulation and eloquence.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;APPEARANCE: Physical aesthetics, level of beauty, and ability to influence by demeanor. Affects encounter reactions.&#039;&#039;&#039;&lt;br /&gt;
: Form: General physique and level of appeal of facial features.&lt;br /&gt;
: Splendor: Level of style, glamour, and bearing.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D-Master_Edition&amp;diff=2263</id>
		<title>AD&amp;D-Master Edition</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D-Master_Edition&amp;diff=2263"/>
		<updated>2026-09-24T05:08:40Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Advanced Dungeons &amp;amp; Dragons Master Edition (AD&amp;amp;D-ME) is an unofficial rules conversion for the AD&amp;amp;D game system using the core of the Iron Colossus rules systems. It is a set of replacement rules and rulings, some of which are derived from official 1st Edition AD&amp;amp;D rules; and therefore is not presented here as a complete system.&lt;br /&gt;
&lt;br /&gt;
Some key changes to the 1st Edition AD&amp;amp;D rules system are as follows:&lt;br /&gt;
&lt;br /&gt;
* COMBAT ROUNDS: Rounds are ten seconds long and is divided into 10 segments of 1 second each.&lt;br /&gt;
&lt;br /&gt;
* MOVEMENT: Each character can move on every segment whether or not they are able to attack on a given segment. The distance that can be moved per segment is based on the character&#039;s modified Movement Rate and is found on the appropriate table and recorded on the character sheet.&lt;br /&gt;
&lt;br /&gt;
* WEAPON SPEED &amp;amp; WEAPON LENGTH: Weapon Speeds found in the AD&amp;amp;D rules have been converted into an Initiative number that represents the default segment of a round that a character strikes with that weapon. Segment one is at the beginning of the round and segment ten is at the end. This segment number is adjusted when the group initiative roll has been won or lost. Attacks are be resolved sooner if a charging character&#039;s weapon is within striking range of an enemy during the charge; or during &#039;first&#039; contact, when any weapon&#039;s length is greater than that of an enemy and within striking range. Opponents with shorter weapons that are charged may attack on their normal initiative segment. After making initial contact, initiative on the following round is typically handled normally without regard to weapon length, unless making initial contact with a different enemy and not currently engaged in combat.&lt;br /&gt;
&lt;br /&gt;
* CASTING TIME FOR SPELLS, DEVICES, ETC.: Spell Casting Times found in the AD&amp;amp;D rules have been recalculated and converted into Initiative numbers that represent the default segment of a round that a character begins and thereafter completes the casting of a spell, use of a magic device, turning of undead, use of a spell-like ability, etc. The default Initiative numbers are modified by whether the character&#039;s group wins or loses the group initiative roll, as done with weapon attacks.&lt;br /&gt;
&lt;br /&gt;
* WEAPON TYPE VERSUS ARMOR TYPE: Weapon Type vs. Armor Type bonuses are made with more attractive bonuses and are much easier to use and are more intuitive. Historical special features on weapons (such as back-spikes and top-spikes, for examples) award appropriate Weapon Type vs. Armor Type bonuses. The list of weapons has been expanded.&lt;br /&gt;
&lt;br /&gt;
* WEAPON PROFICIENCY SLOTS: Weapon Proficiency Slots are now typically used to learn groups of weapons, rather than individual weapons.&lt;br /&gt;
&lt;br /&gt;
* SHIELDS: Shields award armor class bonuses according to their size. The sizes are Buckler, Small, Medium, Large, and Tower. Metal shields award additional armor class bonuses versus ranged weapons. Metal shields and any shield larger than &#039;Small&#039; will reduce movement rate. &lt;br /&gt;
&lt;br /&gt;
* PASSIVE SHIELD DEFENSE: Historically, sometimes shields were sometimes hung on the body and used as a passive defense when wielding weapons that required two hands. The defense bonus of the shield is reduced and can only be done at the expense of receiving an appropriate penalty to strike while the shield is being used passively. While shields are used passively, the full length of a two-handed weapon may be fully utilized.&lt;br /&gt;
&lt;br /&gt;
* PIECEMEAL ARMOR: A piecemeal armor system is offered for unique armor situations, as well as rules for wearing armor over natural armor.&lt;br /&gt;
&lt;br /&gt;
* NON-WEAPON PROFICIENCIES: Non-Weapon proficiencies for characters are awarded freely and without cost, based on class, race, background, cultural and regional origins, etc.: subject to the Dungeon Master&#039;s discretion. Non-Weapon Proficiency Slots can be used to either bolster existing NWPs or to add ones that might not fit into the categories above or are not otherwise appropriate.&lt;br /&gt;
&lt;br /&gt;
* SPELL POINTS: Spell slots have been replaced with Spell Points, which are spent when casting spells.&lt;br /&gt;
&lt;br /&gt;
* BONUS SPELL POINTS: Magic-Users and Illusionists receive additional Spell Points for high Intelligence scores in a fashion similar to clerics receiving bonus Spell Points for high Wisdom scores.&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Character Ability Score Generation Method and Adjustments | &#039;&#039;&#039;Character Ability Score Generation Method and Adjustments&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Weapon Proficiencies | &#039;&#039;&#039;Weapon Proficiencies&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Non-Weapon Proficiencies | &#039;&#039;&#039;Non-Weapon Proficiencies&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Combat | &#039;&#039;&#039;Combat&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Movement | &#039;&#039;&#039;Movement&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Weapons | &#039;&#039;&#039;Weapons&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Shields | &#039;&#039;&#039;Shields&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Piecemeal Armor | &#039;&#039;&#039;Piecemeal Armor&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Spells | &#039;&#039;&#039;Spells&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Gaming Aids | &#039;&#039;&#039;Gaming Aids&#039;&#039;&#039;]]==&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Races&amp;diff=2262</id>
		<title>S&amp;S: Races</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Races&amp;diff=2262"/>
		<updated>2026-09-24T03:19:29Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the races presented here can be played as player characters, but many may not be appropriate for some Storm &amp;amp; Steel campaigns. The GameMaster may restrict certain races or remove them completely from play. Keep in mind that some unique races may find great difficulty in navigating certain environments such as dungeons, confined areas, underwater, and mountainous settings, due to their particular form or size. Additionally, &#039;monstrous&#039; characters may be viewed with alarm, suspicion, or hostility in populations that are not acclimated to the presence creatures of an unusual nature, or that seem menacing, dangerous, or very powerful.&lt;br /&gt;
&lt;br /&gt;
Some of the races below have further subgroups that found in the racial description.&lt;br /&gt;
&lt;br /&gt;
(ref 1: This page will need to have the entries below separated according to type, such as &amp;quot;Human&amp;quot;, &amp;quot;Dwarf&amp;quot;, &amp;quot;Elf&amp;quot;, etc.)&lt;br /&gt;
&lt;br /&gt;
(ref 2: some of the trolls are not meant to be playable character races and are here for reference and comparison of player trolls and other trollish encounters)&lt;br /&gt;
&lt;br /&gt;
(ref 3: some parenthetical entries below contain the original generic names and may be deleted)&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: MEN | &#039;&#039;&#039;MEN&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Ancient One | &#039;&#039;&#039;Ancient One&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Argentian | &#039;&#039;&#039;Argentian (silver men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Aurelian | &#039;&#039;&#039;Aurelian (gold men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Bone-Clad | &#039;&#039;&#039;Bone-Clad&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Common Man | &#039;&#039;&#039;Common Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Crystalian | &#039;&#039;&#039;Crystalian (crystal men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Deep Mariner | &#039;&#039;&#039;Deep Mariner&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Dracovane | &#039;&#039;&#039;Dracovane (dragon riders)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Dunelanders | &#039;&#039;&#039;Dunelanders&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Ferranite | &#039;&#039;&#039;Ferranite (iron men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Frost Man | &#039;&#039;&#039;Frost Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Furred One | &#039;&#039;&#039;Furred One&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Great Man | &#039;&#039;&#039;Great Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Great One | &#039;&#039;&#039;Great One&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Grey Men | &#039;&#039;&#039;Grey Men&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Halfling | &#039;&#039;&#039;Halfling&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: High Man | &#039;&#039;&#039;High Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Hulker | &#039;&#039;&#039;Hulker&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Hunchback | &#039;&#039;&#039;Hunchback&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Ice Man | &#039;&#039;&#039;Ice Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Iridian (pearl-skinned men) | &#039;&#039;&#039;Iridian (pearl-skinned men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Iron Man | &#039;&#039;&#039;Iron Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Juggernaut | &#039;&#039;&#039;Juggernaut&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Magic Weavers | &#039;&#039;&#039;Magic Weavers&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Magusi | &#039;&#039;&#039;Magusi&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Mortari | &#039;&#039;&#039;Mortari (death master)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Primalian | &#039;&#039;&#039;Primalian (primal men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Primex | &#039;&#039;&#039;Primex (evolved men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Silicari | &#039;&#039;&#039;Silicari (silica men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Silvanarian | &#039;&#039;&#039;Silvanarian (wood men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Skeeth | &#039;&#039;&#039;Skeeth (nail-toothed)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Sky Man | &#039;&#039;&#039;Sky Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Stone Man | &#039;&#039;&#039;Stone Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Stout | &#039;&#039;&#039;Stout&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Tempestral (storm lords) | &#039;&#039;&#039;Tempestral (storm lords)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Terran (earth men) | &#039;&#039;&#039;Terran (earth men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Warbringer | &#039;&#039;&#039;Warbringer&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Wild Man | &#039;&#039;&#039;Wild Man&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==[[S&amp;amp;S: ANIMAL ANTHROPOMORPHIC MEN | &#039;&#039;&#039;ANIMAL ANTHROPOMORPHIC MEN&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Bat Man | &#039;&#039;&#039;Bat Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Bear Man | &#039;&#039;&#039;Bear Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Boar Man | &#039;&#039;&#039;Boar Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Bull Man | &#039;&#039;&#039;Bull Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Canine Man | &#039;&#039;&#039;Canine Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Cat Man | &#039;&#039;&#039;Cat Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Cobra Man | &#039;&#039;&#039;Cobra Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Croc Man | &#039;&#039;&#039;Croc Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Dragon Man | &#039;&#039;&#039;Dragon Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Eagle Man | &#039;&#039;&#039;Eagle Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Elephant Man | &#039;&#039;&#039;Elephant Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Feline Man | &#039;&#039;&#039;Feline Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Frog Man | &#039;&#039;&#039;Frog Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Gator Man | &#039;&#039;&#039;Gator Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Goat Man | &#039;&#039;&#039;Goat Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Hawk Man | &#039;&#039;&#039;Hawk Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Hawkenling | &#039;&#039;&#039;Hawkenling&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Lion Man | &#039;&#039;&#039;Lion Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Lizard Man | &#039;&#039;&#039;Lizard Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Mouse Man | &#039;&#039;&#039;Mouse Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Ram Man | &#039;&#039;&#039;Ram Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Rat Man | &#039;&#039;&#039;Rat Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Rhinoceros Man | &#039;&#039;&#039;Rhinoceros Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Sabretooth Man | &#039;&#039;&#039;Sabretooth Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Salamander Man | &#039;&#039;&#039;Salamander Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Snake Man | &#039;&#039;&#039;Snake Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Tiger Man | &#039;&#039;&#039;Tiger Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Toad Man | &#039;&#039;&#039;Toad Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Turtle Man | &#039;&#039;&#039;Turtle Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Vulture Man | &#039;&#039;&#039;Vulture Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Wolf Man | &#039;&#039;&#039;Wolf Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Wolverine Man | &#039;&#039;&#039;Wolverine&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==[[S&amp;amp;S: ARACHNOID ANTHROPOMORPHIC MEN | &#039;&#039;&#039;ARACHNOID ANTHROPOMORPHIC MEN&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Scorpionoid | &#039;&#039;&#039;Scorpionoid&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Spideroid | &#039;&#039;&#039;Spideroid&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==[[S&amp;amp;S: AQUA ANTHROPOMORPHIC MEN | &#039;&#039;&#039;AQUA ANTHROPOMORPHIC MEN&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Crab Man | &#039;&#039;&#039;Crab Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Fish Man | &#039;&#039;&#039;Fish Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Lobster Man | &#039;&#039;&#039;Lobster Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Octopus Man | &#039;&#039;&#039;Octopus Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Shark Man | &#039;&#039;&#039;Shark Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Squid Man | &#039;&#039;&#039;Squid Man&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==[[S&amp;amp;S: INSECTOID ANTHROPOMORPHIC MEN | &#039;&#039;&#039;INSECTOID ANTHROPOMORPHIC MEN&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Beetleoid | &#039;&#039;&#039;Beetleoid&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Mantoid | &#039;&#039;&#039;Mantoid&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==[[S&amp;amp;S: PREHISTORIC ANTHROPOMORPHIC MEN | &#039;&#039;&#039;PREHISTORIC ANTHROPOMORPHIC MEN&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Allosaurus Man | &#039;&#039;&#039;Allosaurus Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Ankylosaurus Man | &#039;&#039;&#039;Ankylosaurus Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Mammoth Man | &#039;&#039;&#039;Mammoth Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Mastodon Man | &#039;&#039;&#039;Mastodon Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Protoceratops Man | &#039;&#039;&#039;Protoceratops Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Pteranodon Man | &#039;&#039;&#039;Pteranodon Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Pterodactyl Man | &#039;&#039;&#039;Pterodactyl Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Styracosaurus Man | &#039;&#039;&#039;Styracosaurus Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Triceratops Man | &#039;&#039;&#039;Triceratops Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Tyrannosaurus Man | &#039;&#039;&#039;Tyrannosaurus Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Wooly Rhinoceros Man | &#039;&#039;&#039;Wooly Rhinoceros Man&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==[[S&amp;amp;S: DWARFS | &#039;&#039;&#039;DWARFS&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Cave Dwarf | &#039;&#039;&#039;Cave Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Desert Dwarf | &#039;&#039;&#039;Desert Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Duergar | &#039;&#039;&#039;Duergar&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Forest Dwarf | &#039;&#039;&#039;Forest Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Great Dwarf | &#039;&#039;&#039;Great Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Hill Dwarf | &#039;&#039;&#039;Hill Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Mountain Dwarf | &#039;&#039;&#039;Mountain Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Snow Dwarf | &#039;&#039;&#039;Snow Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Swamp Dwarf | &#039;&#039;&#039;Swamp Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Two-Headed Dwarf | &#039;&#039;&#039;Two-Headed Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Wild Dwarf | &#039;&#039;&#039;Wild Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==[[S&amp;amp;S: ELFS | &#039;&#039;&#039;ELFS&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Common Elf | &#039;&#039;&#039;Common Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Faerie Elf | &#039;&#039;&#039;Faerie Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Great Elf | &#039;&#039;&#039;Great Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Highland Elf | &#039;&#039;&#039;Highland Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Lost Elf | &#039;&#039;&#039;Lost Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Lowland Elf | &#039;&#039;&#039;Lowland Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Master Elf | &#039;&#039;&#039;Master Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Moon Elf | &#039;&#039;&#039;Moon Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Quick Elf | &#039;&#039;&#039;Quick Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Sky Elf | &#039;&#039;&#039;Sky Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Sun Elf | &#039;&#039;&#039;Sun Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Water Elf | &#039;&#039;&#039;Water Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Woodland Elf | &#039;&#039;&#039;Woodland Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==[[S&amp;amp;S: GNOMES | &#039;&#039;&#039;GNOMES&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: City Gnome | &#039;&#039;&#039;City Gnome&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Earth Gnome | &#039;&#039;&#039;Earth Gnome&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Tree Gnome | &#039;&#039;&#039;Tree Gnome&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==[[S&amp;amp;S: FAERIES | &#039;&#039;&#039;FAERIES&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Brownie | &#039;&#039;&#039;Brownie&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Leprechaun | &#039;&#039;&#039;Leprechaun&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Pixie | &#039;&#039;&#039;Pixie&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Sprite | &#039;&#039;&#039;Sprite&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Water Sprite | &#039;&#039;&#039;Water Sprite&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Wild Faerie | &#039;&#039;&#039;Wild Faerie&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==[[S&amp;amp;S: DARK FAERIES | &#039;&#039;&#039;DARK FAERIES&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Dark Faerie | &#039;&#039;&#039;Dark Faerie&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Fiend | &#039;&#039;&#039;Fiend&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Gremlin | &#039;&#039;&#039;Gremlin&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Imp | &#039;&#039;&#039;Imp&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==[[S&amp;amp;S: GOBLINS | &#039;&#039;&#039;GOBLINS&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Bugbear | &#039;&#039;&#039;Bugbear&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Earth Goblin | &#039;&#039;&#039;Earth Goblin&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Great Goblin | &#039;&#039;&#039;Great Goblin&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Hobgoblin | &#039;&#039;&#039;Hobgoblin&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Horned Goblin | &#039;&#039;&#039;Horned Goblin&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Night Goblin | &#039;&#039;&#039;Night Goblin&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: One-Eyed Goblin | &#039;&#039;&#039;One-Eyed Goblin&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Sea Goblin | &#039;&#039;&#039;Sea Goblin&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==[[S&amp;amp;S: ORCS | &#039;&#039;&#039;ORCS&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Common Orc | &#039;&#039;&#039;Common Orc&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Great Horned Orc | &#039;&#039;&#039;Great Horned Orc&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Great Orc | &#039;&#039;&#039;Great Orc&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: High Orc | &#039;&#039;&#039;High Orc&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Orc Lord | &#039;&#039;&#039;Orc Lord&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Stunt Orc | &#039;&#039;&#039;Stunt Orc&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Tall Orc | &#039;&#039;&#039;Tall Orc&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==[[S&amp;amp;S: OGRES | &#039;&#039;&#039;OGRES&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Ogre | &#039;&#039;&#039;Ogre&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Ogre Centaur | &#039;&#039;&#039;Ogre Centaur&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Two-Headed Ogre | &#039;&#039;&#039;Two-Headed Ogre&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==[[S&amp;amp;S: CYCLOPS | &#039;&#039;&#039;CYCLOPS&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Cyclops | &#039;&#039;&#039;Cyclops&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Biclops | &#039;&#039;&#039;Biclops&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Triclops | &#039;&#039;&#039;Triclops&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==[[S&amp;amp;S: TROLLS | &#039;&#039;&#039;TROLLS&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Crag Troll | &#039;&#039;&#039;Crag Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Fire Troll | &#039;&#039;&#039;Fire Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Forest Troll | &#039;&#039;&#039;Forest Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Half-Troll (base) | &#039;&#039;&#039;Half-Troll (base)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Hill Troll | &#039;&#039;&#039;Hill Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Iron Troll | &#039;&#039;&#039;Iron Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Rock Troll | &#039;&#039;&#039;Rock Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Stone Troll | &#039;&#039;&#039;Stone Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Storm Troll | &#039;&#039;&#039;Storm Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Swamp Troll | &#039;&#039;&#039;Swamp Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Void Troll | &#039;&#039;&#039;Void Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Water Troll | &#039;&#039;&#039;Water Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Wood Troll | &#039;&#039;&#039;Wood Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==[[S&amp;amp;S: UNDEAD | &#039;&#039;&#039;UNDEAD&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Ghoul | &#039;&#039;&#039;Ghoul&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Skeleton | &#039;&#039;&#039;Skeleton&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Wight | &#039;&#039;&#039;Wight&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Zombie | &#039;&#039;&#039;Zombie&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==[[S&amp;amp;S: DRAGONS | &#039;&#039;&#039;DRAGONS&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Miniature Dragon | &#039;&#039;&#039;Miniature Dragon&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Mini-Dragon | &#039;&#039;&#039;Mini-Dragon&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==[[S&amp;amp;S: OTHERS | &#039;&#039;&#039;OTHERS&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Boggle | &#039;&#039;&#039;Boggle&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Centaur | &#039;&#039;&#039;Centaur&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Gargoyle | &#039;&#039;&#039;Gargoyle&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Kobold | &#039;&#039;&#039;Kobold&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Minotaur | &#039;&#039;&#039;Minotaur&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Satyr | &#039;&#039;&#039;Satyr&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Troglodyte | &#039;&#039;&#039;Troglodyte&#039;&#039;&#039; ]]====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Races&amp;diff=2261</id>
		<title>S&amp;S: Races</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Races&amp;diff=2261"/>
		<updated>2026-09-24T03:00:50Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the races presented here can be played as player characters, but many may not be appropriate for some Storm &amp;amp; Steel campaigns. The GameMaster may restrict certain races or remove them completely from play. Keep in mind that some unique races may find great difficulty in navigating certain environments such as dungeons, confined areas, underwater, and mountainous settings, due to their particular form or size. Additionally, &#039;monstrous&#039; characters may be viewed with alarm, suspicion, or hostility in populations that are not acclimated to the presence creatures of an unusual nature, or that seem menacing, dangerous, or very powerful.&lt;br /&gt;
&lt;br /&gt;
Some of the races below have further subgroups that found in the racial description.&lt;br /&gt;
&lt;br /&gt;
(ref 1: This page will need to have the entries below separated according to type, such as &amp;quot;Human&amp;quot;, &amp;quot;Dwarf&amp;quot;, &amp;quot;Elf&amp;quot;, etc.)&lt;br /&gt;
&lt;br /&gt;
(ref 2: some of the trolls are not meant to be playable character races and are here for reference and comparison of player trolls and other trollish encounters)&lt;br /&gt;
&lt;br /&gt;
(ref 3: some parenthetical entries below contain the original generic names and may be deleted)&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: MEN | &#039;&#039;&#039;MEN&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Ancient One | &#039;&#039;&#039;Ancient One&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Argentian | &#039;&#039;&#039;Argentian (silver men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Aurelian | &#039;&#039;&#039;Aurelian (gold men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Bone-Clad | &#039;&#039;&#039;Bone-Clad&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Common Man | &#039;&#039;&#039;Common Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Crystalian | &#039;&#039;&#039;Crystalian (crystal men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Deep Mariner | &#039;&#039;&#039;Deep Mariner&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Dracovane | &#039;&#039;&#039;Dracovane (dragon riders)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Dunelanders | &#039;&#039;&#039;Dunelanders&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Ferranite | &#039;&#039;&#039;Ferranite (iron men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Frost Man | &#039;&#039;&#039;Frost Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Furred One | &#039;&#039;&#039;Furred One&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Great Man | &#039;&#039;&#039;Great Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Great One | &#039;&#039;&#039;Great One&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Grey Men | &#039;&#039;&#039;Grey Men&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Halfling | &#039;&#039;&#039;Halfling&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: High Man | &#039;&#039;&#039;High Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Hulker | &#039;&#039;&#039;Hulker&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Hunchback | &#039;&#039;&#039;Hunchback&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Ice Man | &#039;&#039;&#039;Ice Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Iridian (pearl-skinned men) | &#039;&#039;&#039;Iridian (pearl-skinned men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Iron Man | &#039;&#039;&#039;Iron Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Juggernaut | &#039;&#039;&#039;Juggernaut&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Magic Weavers | &#039;&#039;&#039;Magic Weavers&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Magusi | &#039;&#039;&#039;Magusi&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Mortari | &#039;&#039;&#039;Mortari (death master)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Primalian | &#039;&#039;&#039;Primalian (primal men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Primex | &#039;&#039;&#039;Primex (evolved men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Silicari | &#039;&#039;&#039;Silicari (silica men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Silvanarian | &#039;&#039;&#039;Silvanarian (wood men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Skeeth | &#039;&#039;&#039;Skeeth (nail-toothed)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Sky Man | &#039;&#039;&#039;Sky Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Stone Man | &#039;&#039;&#039;Stone Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Stout | &#039;&#039;&#039;Stout&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Tempestral (storm lords) | &#039;&#039;&#039;Tempestral (storm lords)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Terran (earth men) | &#039;&#039;&#039;Terran (earth men)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Warbringer | &#039;&#039;&#039;Warbringer&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Wild Man | &#039;&#039;&#039;Wild Man&#039;&#039;&#039; ]]====&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: ANIMAL ANTHROPOMORPHIC MEN | &#039;&#039;&#039;ANIMAL ANTHROPOMORPHIC MEN&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Bat Man | &#039;&#039;&#039;Bat Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Bear Man | &#039;&#039;&#039;Bear Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Boar Man | &#039;&#039;&#039;Boar Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Bull Man | &#039;&#039;&#039;Bull Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Canine Man | &#039;&#039;&#039;Canine Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Cat Man | &#039;&#039;&#039;Cat Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Cobra Man | &#039;&#039;&#039;Cobra Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Croc Man | &#039;&#039;&#039;Croc Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Dragon Man | &#039;&#039;&#039;Dragon Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Eagle Man | &#039;&#039;&#039;Eagle Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Elephant Man | &#039;&#039;&#039;Elephant Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Feline Man | &#039;&#039;&#039;Feline Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Frog Man | &#039;&#039;&#039;Frog Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Gator Man | &#039;&#039;&#039;Gator Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Goat Man | &#039;&#039;&#039;Goat Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Hawk Man | &#039;&#039;&#039;Hawk Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Hawkenling | &#039;&#039;&#039;Hawkenling&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Lion Man | &#039;&#039;&#039;Lion Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Lizard Man | &#039;&#039;&#039;Lizard Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Mouse Man | &#039;&#039;&#039;Mouse Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Ram Man | &#039;&#039;&#039;Ram Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Rat Man | &#039;&#039;&#039;Rat Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Rhinoceros Man | &#039;&#039;&#039;Rhinoceros Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Sabretooth Man | &#039;&#039;&#039;Sabretooth Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Salamander Man | &#039;&#039;&#039;Salamander Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Snake Man | &#039;&#039;&#039;Snake Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Tiger Man | &#039;&#039;&#039;Tiger Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Toad Man | &#039;&#039;&#039;Toad Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Turtle Man | &#039;&#039;&#039;Turtle Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Vulture Man | &#039;&#039;&#039;Vulture Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Wolf Man | &#039;&#039;&#039;Wolf Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Wolverine Man | &#039;&#039;&#039;Wolverine&#039;&#039;&#039; ]]====&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: ARACHNOID ANTHROPOMORPHIC MEN | &#039;&#039;&#039;ARACHNOID ANTHROPOMORPHIC MEN&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Scorpionoid | &#039;&#039;&#039;Scorpionoid&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Spideroid | &#039;&#039;&#039;Spideroid&#039;&#039;&#039; ]]====&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: AQUA ANTHROPOMORPHIC MEN | &#039;&#039;&#039;AQUA ANTHROPOMORPHIC MEN&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Crab Man | &#039;&#039;&#039;Crab Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Fish Man | &#039;&#039;&#039;Fish Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Lobster Man | &#039;&#039;&#039;Lobster Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Octopus Man | &#039;&#039;&#039;Octopus Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Shark Man | &#039;&#039;&#039;Shark Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Squid Man | &#039;&#039;&#039;Squid Man&#039;&#039;&#039; ]]====&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: INSECTOID ANTHROPOMORPHIC MEN | &#039;&#039;&#039;INSECTOID ANTHROPOMORPHIC MEN&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Beetleoid | &#039;&#039;&#039;Beetleoid&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Mantoid | &#039;&#039;&#039;Mantoid&#039;&#039;&#039; ]]====&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: PREHISTORIC ANTHROPOMORPHIC MEN | &#039;&#039;&#039;PREHISTORIC ANTHROPOMORPHIC MEN&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Allosaurus Man | &#039;&#039;&#039;Allosaurus Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Ankylosaurus Man | &#039;&#039;&#039;Ankylosaurus Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Mammoth Man | &#039;&#039;&#039;Mammoth Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Mastodon Man | &#039;&#039;&#039;Mastodon Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Protoceratops Man | &#039;&#039;&#039;Protoceratops Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Pteranodon Man | &#039;&#039;&#039;Pteranodon Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Pterodactyl Man | &#039;&#039;&#039;Pterodactyl Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Styracosaurus Man | &#039;&#039;&#039;Styracosaurus Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Triceratops Man | &#039;&#039;&#039;Triceratops Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Tyrannosaurus Man | &#039;&#039;&#039;Tyrannosaurus Man&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Wooly Rhinoceros Man | &#039;&#039;&#039;Wooly Rhinoceros Man&#039;&#039;&#039; ]]====&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: DWARFS | &#039;&#039;&#039;DWARFS&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Cave Dwarf | &#039;&#039;&#039;Cave Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Desert Dwarf | &#039;&#039;&#039;Desert Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Duergar | &#039;&#039;&#039;Duergar&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Forest Dwarf | &#039;&#039;&#039;Forest Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Great Dwarf | &#039;&#039;&#039;Great Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Hill Dwarf | &#039;&#039;&#039;Hill Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Mountain Dwarf | &#039;&#039;&#039;Mountain Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Snow Dwarf | &#039;&#039;&#039;Snow Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Swamp Dwarf | &#039;&#039;&#039;Swamp Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Two-Headed Dwarf | &#039;&#039;&#039;Two-Headed Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Wild Dwarf | &#039;&#039;&#039;Wild Dwarf&#039;&#039;&#039; ]]====&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: ELFS | &#039;&#039;&#039;ELFS&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Common Elf | &#039;&#039;&#039;Common Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Faerie Elf | &#039;&#039;&#039;Faerie Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Great Elf | &#039;&#039;&#039;Great Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Highland Elf | &#039;&#039;&#039;Highland Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Lost Elf | &#039;&#039;&#039;Lost Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Lowland Elf | &#039;&#039;&#039;Lowland Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Master Elf | &#039;&#039;&#039;Master Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Moon Elf | &#039;&#039;&#039;Moon Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Quick Elf | &#039;&#039;&#039;Quick Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Sky Elf | &#039;&#039;&#039;Sky Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Sun Elf | &#039;&#039;&#039;Sun Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Water Elf | &#039;&#039;&#039;Water Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Woodland Elf | &#039;&#039;&#039;Woodland Elf&#039;&#039;&#039; ]]====&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: GNOMES | &#039;&#039;&#039;GNOMES&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: City Gnome | &#039;&#039;&#039;City Gnome&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Earth Gnome | &#039;&#039;&#039;Earth Gnome&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Tree Gnome | &#039;&#039;&#039;Tree Gnome&#039;&#039;&#039; ]]====&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: FAERIES | &#039;&#039;&#039;FAERIES&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Brownie | &#039;&#039;&#039;Brownie&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Leprechaun | &#039;&#039;&#039;Leprechaun&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Pixie | &#039;&#039;&#039;Pixie&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Sprite | &#039;&#039;&#039;Sprite&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Water Sprite | &#039;&#039;&#039;Water Sprite&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Wild Faerie | &#039;&#039;&#039;Wild Faerie&#039;&#039;&#039; ]]====&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: DARK FAERIES | &#039;&#039;&#039;DARK FAERIES&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Dark Faerie | &#039;&#039;&#039;Dark Faerie&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Fiend | &#039;&#039;&#039;Fiend&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Gremlin | &#039;&#039;&#039;Gremlin&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Imp | &#039;&#039;&#039;Imp&#039;&#039;&#039; ]]====&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: GOBLINS | &#039;&#039;&#039;GOBLINS&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Bugbear | &#039;&#039;&#039;Bugbear&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Earth Goblin | &#039;&#039;&#039;Earth Goblin&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Great Goblin | &#039;&#039;&#039;Great Goblin&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Hobgoblin | &#039;&#039;&#039;Hobgoblin&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Horned Goblin | &#039;&#039;&#039;Horned Goblin&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Night Goblin | &#039;&#039;&#039;Night Goblin&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: One-Eyed Goblin | &#039;&#039;&#039;One-Eyed Goblin&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Sea Goblin | &#039;&#039;&#039;Sea Goblin&#039;&#039;&#039; ]]====&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: ORCS | &#039;&#039;&#039;ORCS&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Common Orc | &#039;&#039;&#039;Common Orc&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Great Horned Orc | &#039;&#039;&#039;Great Horned Orc&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Great Orc | &#039;&#039;&#039;Great Orc&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: High Orc | &#039;&#039;&#039;High Orc&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Orc Lord | &#039;&#039;&#039;Orc Lord&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Stunt Orc | &#039;&#039;&#039;Stunt Orc&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Tall Orc | &#039;&#039;&#039;Tall Orc&#039;&#039;&#039; ]]====&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: OGRES | &#039;&#039;&#039;OGRES&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Ogre | &#039;&#039;&#039;Ogre&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Ogre Centaur | &#039;&#039;&#039;Ogre Centaur&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Two-Headed Ogre | &#039;&#039;&#039;Two-Headed Ogre&#039;&#039;&#039; ]]====&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: CYCLOPS | &#039;&#039;&#039;CYCLOPS&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Cyclops | &#039;&#039;&#039;Cyclops&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Biclops | &#039;&#039;&#039;Biclops&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Triclops | &#039;&#039;&#039;Triclops&#039;&#039;&#039; ]]====&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: TROLLS | &#039;&#039;&#039;TROLLS&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Crag Troll | &#039;&#039;&#039;Crag Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Fire Troll | &#039;&#039;&#039;Fire Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Forest Troll | &#039;&#039;&#039;Forest Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Half-Troll (base) | &#039;&#039;&#039;Half-Troll (base)&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Hill Troll | &#039;&#039;&#039;Hill Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Iron Troll | &#039;&#039;&#039;Iron Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Rock Troll | &#039;&#039;&#039;Rock Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Stone Troll | &#039;&#039;&#039;Stone Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Storm Troll | &#039;&#039;&#039;Storm Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Swamp Troll | &#039;&#039;&#039;Swamp Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Void Troll | &#039;&#039;&#039;Void Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Water Troll | &#039;&#039;&#039;Water Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Wood Troll | &#039;&#039;&#039;Wood Troll&#039;&#039;&#039; ]]====&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: DRAGONS | &#039;&#039;&#039;DRAGONS&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Miniature Dragon | &#039;&#039;&#039;Miniature Dragon&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Mini-Dragon | &#039;&#039;&#039;Mini-Dragon&#039;&#039;&#039; ]]====&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: OTHERS | &#039;&#039;&#039;OTHERS&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
====[[S&amp;amp;S: Boggle | &#039;&#039;&#039;Boggle&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Centaur | &#039;&#039;&#039;Centaur&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Gargoyle | &#039;&#039;&#039;Gargoyle&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Kobold | &#039;&#039;&#039;Kobold&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Minotaur | &#039;&#039;&#039;Minotaur&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Satyr | &#039;&#039;&#039;Satyr&#039;&#039;&#039; ]]====&lt;br /&gt;
====[[S&amp;amp;S: Troglodyte | &#039;&#039;&#039;Troglodyte&#039;&#039;&#039; ]]====&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Races&amp;diff=2260</id>
		<title>S&amp;S: Races</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Races&amp;diff=2260"/>
		<updated>2026-09-24T01:12:35Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the races presented here can be played as player characters, but many may not be appropriate for some Storm &amp;amp; Steel campaigns. The GameMaster may restrict certain races or remove them completely from play. Keep in mind that some unique races may find great difficulty in navigating certain environments such as dungeons, confined areas, underwater, and mountainous settings, due to their particular form or size. Additionally, &#039;monstrous&#039; characters may be viewed with alarm, suspicion, or hostility in populations that are not acclimated to the presence creatures of an unusual nature, or that seem menacing, dangerous, or very powerful.&lt;br /&gt;
&lt;br /&gt;
Some of the races below have further subgroups that found in the racial description.&lt;br /&gt;
&lt;br /&gt;
(ref 1: This page will need to have the entries below separated according to type, such as &amp;quot;Human&amp;quot;, &amp;quot;Dwarf&amp;quot;, &amp;quot;Elf&amp;quot;, etc.)&lt;br /&gt;
&lt;br /&gt;
(ref 2: some of the trolls are not meant to be playable character races and are here for reference and comparison of player trolls and other trollish encounters)&lt;br /&gt;
&lt;br /&gt;
(ref 3: some parenthetical entries below contain the original generic names and may be deleted)&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Ancient One | &#039;&#039;&#039;Ancient One&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Argentian | &#039;&#039;&#039;Argentian (silver men)&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Aurelian | &#039;&#039;&#039;Aurelian (gold men)&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Bone-Clad | &#039;&#039;&#039;Bone-Clad&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Common Man | &#039;&#039;&#039;Common Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Crystalian | &#039;&#039;&#039;Crystalian (crystal men)&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Deep Mariner | &#039;&#039;&#039;Deep Mariner&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Dracovane | &#039;&#039;&#039;Dracovane (dragon riders)&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Dunelanders | &#039;&#039;&#039;Dunelanders&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Ferranite | &#039;&#039;&#039;Ferranite (iron men)&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Frost Man | &#039;&#039;&#039;Frost Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Furred One | &#039;&#039;&#039;Furred One&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great Man | &#039;&#039;&#039;Great Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great One | &#039;&#039;&#039;Great One&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Grey Men | &#039;&#039;&#039;Grey Men&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Halfling | &#039;&#039;&#039;Halfling&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: High Man | &#039;&#039;&#039;High Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Hulker | &#039;&#039;&#039;Hulker&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Hunchback | &#039;&#039;&#039;Hunchback&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Ice Man | &#039;&#039;&#039;Ice Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Iridian (pearl-skinned men) | &#039;&#039;&#039;Iridian (pearl-skinned men)&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Iron Man | &#039;&#039;&#039;Iron Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Juggernaut | &#039;&#039;&#039;Juggernaut&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Magic Weavers | &#039;&#039;&#039;Magic Weavers&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Magusi | &#039;&#039;&#039;Magusi&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mortari | &#039;&#039;&#039;Mortari (death master)&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Primalian | &#039;&#039;&#039;Primalian (primal men)&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Primex | &#039;&#039;&#039;Primex (evolved men)&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Silicari | &#039;&#039;&#039;Silicari (silica men)&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Silvanarian | &#039;&#039;&#039;Silvanarian (wood men)&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Skeeth | &#039;&#039;&#039;Skeeth (nail-toothed)&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Sky Man | &#039;&#039;&#039;Sky Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Stone Man | &#039;&#039;&#039;Stone Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Stout | &#039;&#039;&#039;Stout&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Tempestral (storm lords) | &#039;&#039;&#039;Tempestral (storm lords)&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Terran (earth men) | &#039;&#039;&#039;Terran (earth men)&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Warbringer | &#039;&#039;&#039;Warbringer&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wild Man | &#039;&#039;&#039;Wild Man&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Bat Man | &#039;&#039;&#039;Bat Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Bear Man | &#039;&#039;&#039;Bear Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Boar Man | &#039;&#039;&#039;Boar Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Bull Man | &#039;&#039;&#039;Bull Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Canine Man | &#039;&#039;&#039;Canine Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Cat Man | &#039;&#039;&#039;Cat Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Cobra Man | &#039;&#039;&#039;Cobra Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Croc Man | &#039;&#039;&#039;Croc Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Dragon Man | &#039;&#039;&#039;Dragon Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Eagle Man | &#039;&#039;&#039;Eagle Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Elephant Man | &#039;&#039;&#039;Elephant Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Feline Man | &#039;&#039;&#039;Feline Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Frog Man | &#039;&#039;&#039;Frog Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Gator Man | &#039;&#039;&#039;Gator Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Goat Man | &#039;&#039;&#039;Goat Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Hawk Man | &#039;&#039;&#039;Hawk Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Hawkenling | &#039;&#039;&#039;Hawkenling&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Lion Man | &#039;&#039;&#039;Lion Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Lizard Man | &#039;&#039;&#039;Lizard Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mouse Man | &#039;&#039;&#039;Mouse Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Ram Man | &#039;&#039;&#039;Ram Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Rat Man | &#039;&#039;&#039;Rat Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Rhinoceros Man | &#039;&#039;&#039;Rhinoceros Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Sabretooth Man | &#039;&#039;&#039;Sabretooth Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Salamander Man | &#039;&#039;&#039;Salamander Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Snake Man | &#039;&#039;&#039;Snake Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Tiger Man | &#039;&#039;&#039;Tiger Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Toad Man | &#039;&#039;&#039;Toad Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Turtle Man | &#039;&#039;&#039;Turtle Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Vulture Man | &#039;&#039;&#039;Vulture Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wolf Man | &#039;&#039;&#039;Wolf Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wolverine Man | &#039;&#039;&#039;Wolverine&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Allosaurus Man | &#039;&#039;&#039;Allosaurus Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Ankylosaurus Man | &#039;&#039;&#039;Ankylosaurus Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mammoth Man | &#039;&#039;&#039;Mammoth Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mastodon Man | &#039;&#039;&#039;Mastodon Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Protoceratops Man | &#039;&#039;&#039;Protoceratops Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Pteranodon Man | &#039;&#039;&#039;Pteranodon Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Pterodactyl Man | &#039;&#039;&#039;Pterodactyl Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Styracosaurus Man | &#039;&#039;&#039;Styracosaurus Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Triceratops Man | &#039;&#039;&#039;Triceratops Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Tyrannosaurus Man | &#039;&#039;&#039;Tyrannosaurus Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wooly Rhinoceros Man | &#039;&#039;&#039;Wooly Rhinoceros Man&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Cave Dwarf | &#039;&#039;&#039;Cave Dwarf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Desert Dwarf | &#039;&#039;&#039;Desert Dwarf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Duergar | &#039;&#039;&#039;Duergar&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Forest Dwarf | &#039;&#039;&#039;Forest Dwarf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great Dwarf | &#039;&#039;&#039;Great Dwarf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mountain Dwarf | &#039;&#039;&#039;Mountain Dwarf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Snow Dwarf | &#039;&#039;&#039;Snow Dwarf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Swamp Dwarf | &#039;&#039;&#039;Swamp Dwarf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Two-Headed Dwarf | &#039;&#039;&#039;Two-Headed Dwarf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wild Dwarf | &#039;&#039;&#039;Wild Dwarf&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Common Elf | &#039;&#039;&#039;Common Elf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Faerie Elf | &#039;&#039;&#039;Faerie Elf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great Elf | &#039;&#039;&#039;Great Elf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Highland Elf | &#039;&#039;&#039;Highland Elf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Lost Elf | &#039;&#039;&#039;Lost Elf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Lowland Elf | &#039;&#039;&#039;Lowland Elf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Master Elf | &#039;&#039;&#039;Master Elf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Moon Elf | &#039;&#039;&#039;Moon Elf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Quick Elf | &#039;&#039;&#039;Quick Elf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Sky Elf | &#039;&#039;&#039;Sky Elf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Sun Elf | &#039;&#039;&#039;Sun Elf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Water Elf | &#039;&#039;&#039;Water Elf&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Woodland Elf | &#039;&#039;&#039;Woodland Elf&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: City Gnome | &#039;&#039;&#039;City Gnome&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Earth Gnome | &#039;&#039;&#039;Earth Gnome&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Tree Gnome | &#039;&#039;&#039;Tree Gnome&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Brownie | &#039;&#039;&#039;Brownie&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Leprechaun | &#039;&#039;&#039;Leprechaun&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Pixie | &#039;&#039;&#039;Pixie&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Sprite | &#039;&#039;&#039;Sprite&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Water Sprite | &#039;&#039;&#039;Water Sprite&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wild Faerie | &#039;&#039;&#039;Wild Faerie&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Dark Faerie | &#039;&#039;&#039;Dark Faerie&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Fiend | &#039;&#039;&#039;Fiend&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Gremlin | &#039;&#039;&#039;Gremlin&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Imp | &#039;&#039;&#039;Imp&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Miniature Dragon | &#039;&#039;&#039;Miniature Dragon&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mini-Dragon | &#039;&#039;&#039;Mini-Dragon&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Earth Goblin | &#039;&#039;&#039;Earth Goblin&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great Goblin | &#039;&#039;&#039;Great Goblin&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Hobgoblin | &#039;&#039;&#039;Hobgoblin&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Horned Goblin | &#039;&#039;&#039;Horned Goblin&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Night Goblin | &#039;&#039;&#039;Night Goblin&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: One-Eyed Goblin | &#039;&#039;&#039;One-Eyed Goblin&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Sea Goblin | &#039;&#039;&#039;Sea Goblin&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Kobold | &#039;&#039;&#039;Kobold&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Bugbear | &#039;&#039;&#039;Bugbear&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Troglodyte | &#039;&#039;&#039;Troglodyte&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Boggle | &#039;&#039;&#039;Boggle&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Common Orc | &#039;&#039;&#039;Common Orc&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great Horned Orc | &#039;&#039;&#039;Great Horned Orc&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great Orc | &#039;&#039;&#039;Great Orc&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: High Orc | &#039;&#039;&#039;High Orc&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Orc Lord | &#039;&#039;&#039;Orc Lord&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Stunt Orc | &#039;&#039;&#039;Stunt Orc&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Tall Orc | &#039;&#039;&#039;Tall Orc&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Centaur | &#039;&#039;&#039;Centaur&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Ogre | &#039;&#039;&#039;Ogre&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Ogre Centaur | &#039;&#039;&#039;Ogre Centaur&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Two-Headed Ogre | &#039;&#039;&#039;Two-Headed Ogre&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Cyclops | &#039;&#039;&#039;Cyclops&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Biclops | &#039;&#039;&#039;Biclops&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Triclops | &#039;&#039;&#039;Triclops&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Gargoyle | &#039;&#039;&#039;Gargoyle&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Arachnoid | &#039;&#039;&#039;Arachnoid&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Beetleoid | &#039;&#039;&#039;Beetleoid&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mantoid | &#039;&#039;&#039;Mantoid&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Scorpionoid | &#039;&#039;&#039;Scorpionoid&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Crab Man | &#039;&#039;&#039;Crab Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Lobster Man | &#039;&#039;&#039;Lobster Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Octopus Man | &#039;&#039;&#039;Octopus Man&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Squid Man | &#039;&#039;&#039;Squid Man&#039;&#039;&#039; ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Crag Troll | &#039;&#039;&#039;Crag Troll&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Fire Troll | &#039;&#039;&#039;Fire Troll&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Forest Troll | &#039;&#039;&#039;Forest Troll&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Half-Troll (base) | &#039;&#039;&#039;Half-Troll (base)&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Hill Troll | &#039;&#039;&#039;Hill Troll&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Iron Troll | &#039;&#039;&#039;Iron Troll&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Rock Troll | &#039;&#039;&#039;Rock Troll&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Stone Troll | &#039;&#039;&#039;Stone Troll&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Storm Troll | &#039;&#039;&#039;Storm Troll&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Swamp Troll | &#039;&#039;&#039;Swamp Troll&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Void Troll | &#039;&#039;&#039;Void Troll&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Water Troll | &#039;&#039;&#039;Water Troll&#039;&#039;&#039; ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wood Troll | &#039;&#039;&#039;Wood Troll&#039;&#039;&#039; ]]==&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=AD%26D-Master_Edition&amp;diff=2259</id>
		<title>AD&amp;D-Master Edition</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=AD%26D-Master_Edition&amp;diff=2259"/>
		<updated>2026-09-24T00:59:24Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: Created page with &amp;quot;Advanced Dungeons &amp;amp; Dragons Master Edition (AD&amp;amp;D-ME) is an unofficial rules conversion for the AD&amp;amp;D game system using the core of the Iron Colossus rules systems. It is a set of replacement rules and rulings, some of which are derived from official 1st Edition AD&amp;amp;D rules; and therefore is not presented here as a complete system.  Some key changes to the 1st Edition AD&amp;amp;D rules system are as follows:  * Combat rounds are ten seconds long. The round is divided into 10 segme...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Advanced Dungeons &amp;amp; Dragons Master Edition (AD&amp;amp;D-ME) is an unofficial rules conversion for the AD&amp;amp;D game system using the core of the Iron Colossus rules systems. It is a set of replacement rules and rulings, some of which are derived from official 1st Edition AD&amp;amp;D rules; and therefore is not presented here as a complete system.&lt;br /&gt;
&lt;br /&gt;
Some key changes to the 1st Edition AD&amp;amp;D rules system are as follows:&lt;br /&gt;
&lt;br /&gt;
* Combat rounds are ten seconds long. The round is divided into 10 segments of 1 second each.&lt;br /&gt;
&lt;br /&gt;
* Movement occurs on every segment for each character, whether or not they are able to attack on a given segment. The distance moved per segment is based on the character&#039;s modified Movement Rate and is found on the appropriate table and recorded on the character sheet.&lt;br /&gt;
&lt;br /&gt;
* Weapon Speeds found in the AD&amp;amp;D rules have been converted into an Initiative number that represents what default segment of a round that a character may strike with that weapon. This number is adjusted when the group initiative roll has been won or lost; and may be resolved sooner when the charging character makes contact with an enemy during a charging attack; or in the case where a weapon&#039;s length is greater than an enemy&#039;s when making &#039;&#039;first&#039;&#039; contact. After making initial contact, initiative is typically handled normally without regard to weapon length.&lt;br /&gt;
&lt;br /&gt;
* Spell Casting Times found in the AD&amp;amp;D rules have been converted into Initiative numbers that represents what default segment of a round that a character begins and completes the casting of a spell, use of a magic device, turning of undead, use of a spell-like ability, etc. The default Initiative numbers are modified by whether the character&#039;s group wins or loses the group initiative roll, as done with weapon attacks.&lt;br /&gt;
&lt;br /&gt;
* Weapon Type vs. Armor Type bonuses are made with more attractive bonuses and are much easier to use and are more intuitive. Historical special features on weapons (such as back-spikes, for example) award appropriate Weapon Type vs. Armor Type bonuses. The list of weapons has been expanded.&lt;br /&gt;
&lt;br /&gt;
* Weapon Proficiency Slots are now typically used learn groups of weapons, rather than individual weapons.&lt;br /&gt;
&lt;br /&gt;
* Shields award armor class bonuses according to their size. Metal shields award additional armor class bonuses versus ranged weapons. Metal shields and any shield larger than &#039;small&#039; reduce movement rate. As was sometimes done historically, shields may also be used as a passive defense, which awards a partial armor class bonus when used with weapons that require two hands. This can be done at the expense of receiving a penalty to strike when doing so.&lt;br /&gt;
&lt;br /&gt;
* A piecemeal armor system is offered for unique armor situations, as well as rules for wearing armor over natural armor.&lt;br /&gt;
&lt;br /&gt;
* Non-Weapon proficiencies are awarded freely based on class, race, background, cultural and regional origins, etc. Non-Weapon Proficiency Slots can be used to either bolster existing NWPs or to add ones that might not fit into the criteria above.&lt;br /&gt;
&lt;br /&gt;
* Spell slots have been replaced with Spell Points, which are spent when casting spells.&lt;br /&gt;
&lt;br /&gt;
* Magic-Users and Illusionists may receive additional Spell Points for high Intelligence scores.&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Character Ability Score Generation Method and Adjustments | &#039;&#039;&#039;Character Ability Score Generation Method and Adjustments&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Weapon Proficiencies | &#039;&#039;&#039;Weapon Proficiencies&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Non-Weapon Proficiencies | &#039;&#039;&#039;Non-Weapon Proficiencies&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Combat | &#039;&#039;&#039;Combat&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Movement | &#039;&#039;&#039;Movement&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Weapons | &#039;&#039;&#039;Weapons&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Shields | &#039;&#039;&#039;Shields&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Piecemeal Armor | &#039;&#039;&#039;Piecemeal Armor&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Spells | &#039;&#039;&#039;Spells&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[AD&amp;amp;D-ME: Gaming Aids | &#039;&#039;&#039;Gaming Aids&#039;&#039;&#039;]]==&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=Main_Page&amp;diff=2258</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Main_Page&amp;diff=2258"/>
		<updated>2026-09-23T23:21:29Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Welcome to SingerWiki.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Storm &amp;amp; Steel]]&lt;br /&gt;
&lt;br /&gt;
[[Rifts-Master Edition | Rifts-Master Edition]]&lt;br /&gt;
&lt;br /&gt;
[[AD&amp;amp;D-Master Edition | AD&amp;amp;D-Master Edition]]&lt;br /&gt;
&lt;br /&gt;
[https://singerhosting.ddns.net/index.php/Category:AD%26D_Database AD&amp;amp;D Database]&lt;br /&gt;
&lt;br /&gt;
[[Template]]&lt;br /&gt;
&lt;br /&gt;
[[Template 2]]&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/postorius/lists/mediawiki-announce.lists.wikimedia.org/ MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Races&amp;diff=2257</id>
		<title>S&amp;S: Races</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Races&amp;diff=2257"/>
		<updated>2026-09-22T05:46:15Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the races presented here can be played as player characters, but many may not be appropriate for some Storm &amp;amp; Steel campaigns. The GameMaster may restrict certain races or remove them completely from play. Keep in mind that some unique races may find great difficulty in navigating certain environments such as dungeons, confined areas, underwater, and mountainous settings, due to their particular form or size. Additionally, &#039;monstrous&#039; characters may be viewed with alarm, suspicion, or hostility in populations that are not acclimated to the presence creatures of an unusual nature, or that seem menacing, dangerous, or very powerful.&lt;br /&gt;
&lt;br /&gt;
Some of the races below have further subgroups that found in the racial description.&lt;br /&gt;
&lt;br /&gt;
(ref 1: This page will need to have the entries below separated according to type, such as &amp;quot;Human&amp;quot;, &amp;quot;Dwarf&amp;quot;, &amp;quot;Elf&amp;quot;, etc.)&lt;br /&gt;
&lt;br /&gt;
(ref 2: some of the trolls are not meant to be playable character races and are here for reference and comparison of player trolls and other trollish encounters)&lt;br /&gt;
&lt;br /&gt;
(ref 3: some parenthetical entries below contain the original generic names and may be deleted)&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Ancient One | Ancient One]]==&lt;br /&gt;
==[[S&amp;amp;S: Argentian | Argentian (silver men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Aurelian | Aurelian (gold men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Bone-Clad | Bone-Clad ]]==&lt;br /&gt;
==[[S&amp;amp;S: Common Man | Common Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Crystalian | Crystalian (crystal men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Deep Mariner | Deep Mariner ]]==&lt;br /&gt;
==[[S&amp;amp;S: Dracovane | Dracovane (dragon riders) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Dunelanders | Dunelanders ]]==&lt;br /&gt;
==[[S&amp;amp;S: Ferranite | Ferranite (iron men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Frost Man | Frost Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Furred One | Furred One ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great Man | Great Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great One | Great One ]]==&lt;br /&gt;
==[[S&amp;amp;S: Grey Men | Grey Men ]]==&lt;br /&gt;
==[[S&amp;amp;S: Halfling | Halfling ]]==&lt;br /&gt;
==[[S&amp;amp;S: High Man | High Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Hulker | Hulker ]]==&lt;br /&gt;
==[[S&amp;amp;S: Hunchback | Hunchback ]]==&lt;br /&gt;
==[[S&amp;amp;S: Ice Man | Ice Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Iridian (pearl-skinned men) | Iridian (pearl-skinned men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Iron Man | Iron Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Juggernaut | Juggernaut ]]==&lt;br /&gt;
==[[S&amp;amp;S: Magic Weavers | Magic Weavers ]]==&lt;br /&gt;
==[[S&amp;amp;S: Magusi | Magusi ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mortari | Mortari (death master)]]==&lt;br /&gt;
==[[S&amp;amp;S: Primalian | Primalian (primal men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Primex | Primex (evolved men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Silicari | Silicari (silica men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Silvanarian | Silvanarian (wood men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Skeeth | Skeeth (nail-toothed) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Sky Man | Sky Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Stone Man | Stone Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Stout | Stout ]]==&lt;br /&gt;
==[[S&amp;amp;S: Tempestral (storm lords) | Tempestral (storm lords) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Terran (earth men) | Terran (earth men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Warbringer | Warbringer ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wild Man | Wild Man ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Bat Man | Bat Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Bear Man | Bear Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Boar Man | Boar Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Bull Man | Bull Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Canine Man | Canine Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Cat Man | Cat Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Cobra Man | Cobra Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Croc Man | Croc Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Dragon Man | Dragon Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Eagle Man | Eagle Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Elephant Man | Elephant Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Feline Man | Feline Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Frog Man | Frog Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Gator Man | Gator Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Goat Man | Goat Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Hawk Man | Hawk Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Hawkenling | Hawkenling ]]==&lt;br /&gt;
==[[S&amp;amp;S: Lion Man | Lion Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Lizard Man | Lizard Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mouse Man | Mouse Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Ram Man | Ram Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Rat Man | Rat Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Rhinoceros Man | Rhinoceros Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Sabretooth Man | Sabretooth Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Salamander Man | Salamander Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Snake Man | Snake Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Tiger Man | Tiger Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Toad Man | Toad Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Turtle Man | Turtle Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Vulture Man | Vulture Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wolf Man | Wolf Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wolverine Man | Wolverine ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Allosaurus Man | Allosaurus Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Ankylosaurus Man | Ankylosaurus Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mammoth Man | Mammoth Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mastodon Man | Mastodon Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Protoceratops Man | Protoceratops Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Pteranodon Man | Pteranodon Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Pterodactyl Man | Pterodactyl Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Styracosaurus Man | Styracosaurus Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Triceratops Man | Triceratops Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Tyrannosaurus Man | Tyrannosaurus Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wooly Rhinoceros Man | Wooly Rhinoceros Man ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Cave Dwarf | Cave Dwarf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Desert Dwarf | Desert Dwarf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Duergar | Duergar ]]==&lt;br /&gt;
==[[S&amp;amp;S: Forest Dwarf | Forest Dwarf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great Dwarf | Great Dwarf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mountain Dwarf | Mountain Dwarf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Snow Dwarf | Snow Dwarf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Swamp Dwarf | Swamp Dwarf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Two-Headed Dwarf | Two-Headed Dwarf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wild Dwarf | Wild Dwarf ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Common Elf | Common Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Faerie Elf | Faerie Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great Elf | Great Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Highland Elf | Highland Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Lost Elf | Lost Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Lowland Elf | Lowland Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Master Elf | Master Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Moon Elf | Moon Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Quick Elf | Quick Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Sky Elf | Sky Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Sun Elf | Sun Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Water Elf | Water Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Woodland Elf | Woodland Elf ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: City Gnome | City Gnome ]]==&lt;br /&gt;
==[[S&amp;amp;S: Earth Gnome | Earth Gnome ]]==&lt;br /&gt;
==[[S&amp;amp;S: Tree Gnome | Tree Gnome ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Brownie | Brownie ]]==&lt;br /&gt;
==[[S&amp;amp;S: Leprechaun | Leprechaun ]]==&lt;br /&gt;
==[[S&amp;amp;S: Pixie | Pixie ]]==&lt;br /&gt;
==[[S&amp;amp;S: Sprite | Sprite ]]==&lt;br /&gt;
==[[S&amp;amp;S: Water Sprite | Water Sprite ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wild Faerie | Wild Faerie ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Dark Faerie | Dark Faerie ]]==&lt;br /&gt;
==[[S&amp;amp;S: Fiend | Fiend ]]==&lt;br /&gt;
==[[S&amp;amp;S: Gremlin | Gremlin ]]==&lt;br /&gt;
==[[S&amp;amp;S: Imp | Imp ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Miniature Dragon | Miniature Dragon ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mini-Dragon | Mini-Dragon ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Earth Goblin | Earth Goblin ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great Goblin | Great Goblin ]]==&lt;br /&gt;
==[[S&amp;amp;S: Hobgoblin | Hobgoblin ]]==&lt;br /&gt;
==[[S&amp;amp;S: Horned Goblin | Horned Goblin ]]==&lt;br /&gt;
==[[S&amp;amp;S: Night Goblin | Night Goblin ]]==&lt;br /&gt;
==[[S&amp;amp;S: One-Eyed Goblin | One-Eyed Goblin ]]==&lt;br /&gt;
==[[S&amp;amp;S: Sea Goblin | Sea Goblin ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Kobold | Kobold ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Bugbear | Bugbear ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Troglodyte | Troglodyte ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Boggle | Boggle ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Common Orc | Common Orc ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great Horned Orc | Great Horned Orc ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great Orc | Great Orc ]]==&lt;br /&gt;
==[[S&amp;amp;S: High Orc | High Orc ]]==&lt;br /&gt;
==[[S&amp;amp;S: Orc Lord | Orc Lord ]]==&lt;br /&gt;
==[[S&amp;amp;S: Stunt Orc | Stunt Orc ]]==&lt;br /&gt;
==[[S&amp;amp;S: Tall Orc | Tall Orc ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Centaur | Centaur ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Ogre | Ogre ]]==&lt;br /&gt;
==[[S&amp;amp;S: Ogre Centaur | Ogre Centaur ]]==&lt;br /&gt;
==[[S&amp;amp;S: Two-Headed Ogre | Two-Headed Ogre ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Cyclops | Cyclops ]]==&lt;br /&gt;
==[[S&amp;amp;S: Biclops | Biclops ]]==&lt;br /&gt;
==[[S&amp;amp;S: Triclops | Triclops ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Gargoyle | Gargoyle ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Arachnoid | Arachnoid ]]==&lt;br /&gt;
==[[S&amp;amp;S: Beetleoid | Beetleoid ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mantoid | Mantoid ]]==&lt;br /&gt;
==[[S&amp;amp;S: Scorpionoid | Scorpionoid ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Crab Man | Crab Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Lobster Man | Lobster Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Octopus Man | Octopus Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Squid Man | Squid Man ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Crag Troll | Crag Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Fire Troll | Fire Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Forest Troll | Forest Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Half-Troll (base) | Half-Troll (base) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Hill Troll | Hill Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Iron Troll | Iron Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Rock Troll | Rock Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Stone Troll | Stone Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Storm Troll | Storm Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Swamp Troll | Swamp Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Void Troll | Void Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Water Troll | Water Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wood Troll | Wood Troll ]]==&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Races&amp;diff=2256</id>
		<title>S&amp;S: Races</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Races&amp;diff=2256"/>
		<updated>2026-09-22T05:42:46Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: Created page with &amp;quot;Most of the races presented here can be played as player characters, but many may not be appropriate for some Storm &amp;amp; Steel campaigns. The GameMaster may restrict certain races or remove them completely from play. Keep in mind that some unique races may find great difficulty in navigating certain environments such as dungeons, confined areas, underwater, and mountainous settings, due to their particular form or size. Additionally, &amp;#039;monstrous&amp;#039; characters may be viewed wit...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the races presented here can be played as player characters, but many may not be appropriate for some Storm &amp;amp; Steel campaigns. The GameMaster may restrict certain races or remove them completely from play. Keep in mind that some unique races may find great difficulty in navigating certain environments such as dungeons, confined areas, underwater, and mountainous settings, due to their particular form or size. Additionally, &#039;monstrous&#039; characters may be viewed with alarm, suspicion, or hostility in populations that are not acclimated to the presence creatures of an unusual nature, or that seem menacing, dangerous, or very powerful.&lt;br /&gt;
&lt;br /&gt;
Some of the races below have further subgroups that found in the racial description.&lt;br /&gt;
&lt;br /&gt;
(ref 1: some of the trolls are not meant to be playable character races and are here for reference and comparison of player trolls and other trollish encounters)&lt;br /&gt;
&lt;br /&gt;
(ref 2: some parenthetical entries below contain the original generic names and may be deleted)&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Ancient One | Ancient One]]==&lt;br /&gt;
==[[S&amp;amp;S: Argentian | Argentian (silver men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Aurelian | Aurelian (gold men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Bone-Clad | Bone-Clad ]]==&lt;br /&gt;
==[[S&amp;amp;S: Common Man | Common Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Crystalian | Crystalian (crystal men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Deep Mariner | Deep Mariner ]]==&lt;br /&gt;
==[[S&amp;amp;S: Dracovane | Dracovane (dragon riders) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Dunelanders | Dunelanders ]]==&lt;br /&gt;
==[[S&amp;amp;S: Ferranite | Ferranite (iron men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Frost Man | Frost Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Furred One | Furred One ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great Man | Great Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great One | Great One ]]==&lt;br /&gt;
==[[S&amp;amp;S: Grey Men | Grey Men ]]==&lt;br /&gt;
==[[S&amp;amp;S: Halfling | Halfling ]]==&lt;br /&gt;
==[[S&amp;amp;S: High Man | High Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Hulker | Hulker ]]==&lt;br /&gt;
==[[S&amp;amp;S: Hunchback | Hunchback ]]==&lt;br /&gt;
==[[S&amp;amp;S: Ice Man | Ice Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Iridian (pearl-skinned men) | Iridian (pearl-skinned men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Iron Man | Iron Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Juggernaut | Juggernaut ]]==&lt;br /&gt;
==[[S&amp;amp;S: Magic Weavers | Magic Weavers ]]==&lt;br /&gt;
==[[S&amp;amp;S: Magusi | Magusi ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mortari | Mortari (death master)]]==&lt;br /&gt;
==[[S&amp;amp;S: Primalian | Primalian (primal men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Primex | Primex (evolved men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Silicari | Silicari (silica men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Silvanarian | Silvanarian (wood men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Skeeth | Skeeth (nail-toothed) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Sky Man | Sky Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Stone Man | Stone Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Stout | Stout ]]==&lt;br /&gt;
==[[S&amp;amp;S: Tempestral (storm lords) | Tempestral (storm lords) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Terran (earth men) | Terran (earth men) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Warbringer | Warbringer ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wild Man | Wild Man ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Bat Man | Bat Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Bear Man | Bear Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Boar Man | Boar Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Bull Man | Bull Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Canine Man | Canine Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Cat Man | Cat Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Cobra Man | Cobra Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Croc Man | Croc Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Dragon Man | Dragon Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Eagle Man | Eagle Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Elephant Man | Elephant Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Feline Man | Feline Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Frog Man | Frog Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Gator Man | Gator Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Goat Man | Goat Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Hawk Man | Hawk Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Hawkenling | Hawkenling ]]==&lt;br /&gt;
==[[S&amp;amp;S: Lion Man | Lion Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Lizard Man | Lizard Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mouse Man | Mouse Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Ram Man | Ram Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Rat Man | Rat Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Rhinoceros Man | Rhinoceros Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Sabretooth Man | Sabretooth Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Salamander Man | Salamander Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Snake Man | Snake Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Tiger Man | Tiger Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Toad Man | Toad Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Turtle Man | Turtle Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Vulture Man | Vulture Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wolf Man | Wolf Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wolverine Man | Wolverine ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Allosaurus Man | Allosaurus Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Ankylosaurus Man | Ankylosaurus Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mammoth Man | Mammoth Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mastodon Man | Mastodon Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Protoceratops Man | Protoceratops Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Pteranodon Man | Pteranodon Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Pterodactyl Man | Pterodactyl Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Styracosaurus Man | Styracosaurus Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Triceratops Man | Triceratops Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Tyrannosaurus Man | Tyrannosaurus Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wooly Rhinoceros Man | Wooly Rhinoceros Man ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Cave Dwarf | Cave Dwarf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Desert Dwarf | Desert Dwarf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Duergar | Duergar ]]==&lt;br /&gt;
==[[S&amp;amp;S: Forest Dwarf | Forest Dwarf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great Dwarf | Great Dwarf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mountain Dwarf | Mountain Dwarf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Snow Dwarf | Snow Dwarf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Swamp Dwarf | Swamp Dwarf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Two-Headed Dwarf | Two-Headed Dwarf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wild Dwarf | Wild Dwarf ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Common Elf | Common Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Faerie Elf | Faerie Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great Elf | Great Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Highland Elf | Highland Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Lost Elf | Lost Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Lowland Elf | Lowland Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Master Elf | Master Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Moon Elf | Moon Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Quick Elf | Quick Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Sky Elf | Sky Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Sun Elf | Sun Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Water Elf | Water Elf ]]==&lt;br /&gt;
==[[S&amp;amp;S: Woodland Elf | Woodland Elf ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: City Gnome | City Gnome ]]==&lt;br /&gt;
==[[S&amp;amp;S: Earth Gnome | Earth Gnome ]]==&lt;br /&gt;
==[[S&amp;amp;S: Tree Gnome | Tree Gnome ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Brownie | Brownie ]]==&lt;br /&gt;
==[[S&amp;amp;S: Leprechaun | Leprechaun ]]==&lt;br /&gt;
==[[S&amp;amp;S: Pixie | Pixie ]]==&lt;br /&gt;
==[[S&amp;amp;S: Sprite | Sprite ]]==&lt;br /&gt;
==[[S&amp;amp;S: Water Sprite | Water Sprite ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wild Faerie | Wild Faerie ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Dark Faerie | Dark Faerie ]]==&lt;br /&gt;
==[[S&amp;amp;S: Fiend | Fiend ]]==&lt;br /&gt;
==[[S&amp;amp;S: Gremlin | Gremlin ]]==&lt;br /&gt;
==[[S&amp;amp;S: Imp | Imp ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Miniature Dragon | Miniature Dragon ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mini-Dragon | Mini-Dragon ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Earth Goblin | Earth Goblin ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great Goblin | Great Goblin ]]==&lt;br /&gt;
==[[S&amp;amp;S: Hobgoblin | Hobgoblin ]]==&lt;br /&gt;
==[[S&amp;amp;S: Horned Goblin | Horned Goblin ]]==&lt;br /&gt;
==[[S&amp;amp;S: Night Goblin | Night Goblin ]]==&lt;br /&gt;
==[[S&amp;amp;S: One-Eyed Goblin | One-Eyed Goblin ]]==&lt;br /&gt;
==[[S&amp;amp;S: Sea Goblin | Sea Goblin ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Kobold | Kobold ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Bugbear | Bugbear ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Troglodyte | Troglodyte ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Boggle | Boggle ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Common Orc | Common Orc ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great Horned Orc | Great Horned Orc ]]==&lt;br /&gt;
==[[S&amp;amp;S: Great Orc | Great Orc ]]==&lt;br /&gt;
==[[S&amp;amp;S: High Orc | High Orc ]]==&lt;br /&gt;
==[[S&amp;amp;S: Orc Lord | Orc Lord ]]==&lt;br /&gt;
==[[S&amp;amp;S: Stunt Orc | Stunt Orc ]]==&lt;br /&gt;
==[[S&amp;amp;S: Tall Orc | Tall Orc ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Centaur | Centaur ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Ogre | Ogre ]]==&lt;br /&gt;
==[[S&amp;amp;S: Ogre Centaur | Ogre Centaur ]]==&lt;br /&gt;
==[[S&amp;amp;S: Two-Headed Ogre | Two-Headed Ogre ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Cyclops | Cyclops ]]==&lt;br /&gt;
==[[S&amp;amp;S: Biclops | Biclops ]]==&lt;br /&gt;
==[[S&amp;amp;S: Triclops | Triclops ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Gargoyle | Gargoyle ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Arachnoid | Arachnoid ]]==&lt;br /&gt;
==[[S&amp;amp;S: Beetleoid | Beetleoid ]]==&lt;br /&gt;
==[[S&amp;amp;S: Mantoid | Mantoid ]]==&lt;br /&gt;
==[[S&amp;amp;S: Scorpionoid | Scorpionoid ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Crab Man | Crab Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Lobster Man | Lobster Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Octopus Man | Octopus Man ]]==&lt;br /&gt;
==[[S&amp;amp;S: Squid Man | Squid Man ]]==&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Crag Troll | Crag Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Fire Troll | Fire Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Forest Troll | Forest Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Half-Troll (base) | Half-Troll (base) ]]==&lt;br /&gt;
==[[S&amp;amp;S: Hill Troll | Hill Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Iron Troll | Iron Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Rock Troll | Rock Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Stone Troll | Stone Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Storm Troll | Storm Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Swamp Troll | Swamp Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Void Troll | Void Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Water Troll | Water Troll ]]==&lt;br /&gt;
==[[S&amp;amp;S: Wood Troll | Wood Troll ]]==&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Skill_Reference_List&amp;diff=2255</id>
		<title>S&amp;S: Skill Reference List</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Skill_Reference_List&amp;diff=2255"/>
		<updated>2026-09-19T10:27:03Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: Created page with &amp;quot;The following list of skills is for reference. Some skills may in the future be changed, renamed, removed, or absorbed into other skill names. Each skill has its category listed in parenthesis. Though some skills may in some way relate to a second or even a third category, they are limited to only one category and will be found on Character Skill Sheets under the categories listed behind the skill.  &amp;#039;&amp;#039;&amp;#039;Category Key:&amp;#039;&amp;#039;&amp;#039;  Comm = Common &amp;lt;br&amp;gt; Know = Knowledge &amp;lt;br&amp;gt; Lore = Lor...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following list of skills is for reference. Some skills may in the future be changed, renamed, removed, or absorbed into other skill names. Each skill has its category listed in parenthesis. Though some skills may in some way relate to a second or even a third category, they are limited to only one category and will be found on Character Skill Sheets under the categories listed behind the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Category Key:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Comm = Common &amp;lt;br&amp;gt;&lt;br /&gt;
Know = Knowledge &amp;lt;br&amp;gt;&lt;br /&gt;
Lore = Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Mag = Magic &amp;lt;br&amp;gt;&lt;br /&gt;
Nat = Nature &amp;lt;br&amp;gt;&lt;br /&gt;
Perf = Performance &amp;lt;br&amp;gt;&lt;br /&gt;
Phys = Physical &amp;lt;br&amp;gt;&lt;br /&gt;
Prof = Profession &amp;lt;br&amp;gt;&lt;br /&gt;
Spec = Special &amp;lt;br&amp;gt;&lt;br /&gt;
Tech = Technology &amp;lt;br&amp;gt;&lt;br /&gt;
Trad = Trade &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count: 3;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Acrobatics (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Aerodynamics (Tech) &amp;lt;br&amp;gt;&lt;br /&gt;
Advanced Healing (Trad) &amp;lt;br&amp;gt;&lt;br /&gt;
Alchemy (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Alertness (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Ambidexterity (Spec) &amp;lt;br&amp;gt; &lt;br /&gt;
Ambush Skill (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Angel Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Care (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Charms (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Lore (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Riding (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Training (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Anthropology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Appraising (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Archaeology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Architecture (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Area Knowledge (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Armor Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Armorer (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Arrow Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Art History (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Artifact Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Astrology (Mag) &amp;lt;br&amp;gt;&lt;br /&gt;
Astronomy (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Attack Brutality (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Balance (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Basic Healing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Battle Tactics (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Beer Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Begging (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Berserking (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Biology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Blacksmithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Blind Fighting (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Block Hand to Hand (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Block Weapon (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Boat Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Boating (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Book Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Book Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Book Writing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Botany (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Bow Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Boxing (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Breath Control (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Brewing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Brick Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Brickwork (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Bronze Working (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Brutal Strike (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Build Machine (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Bureaucracy (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Business (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Business Handling (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Cabinet Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Camouflage (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Candle Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Castle Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Cat Napping (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Ceramics (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Charisma (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Chemistry (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Chemistry (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Child Care (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
City Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
City Secrets (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Class Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Clay Pottery Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Climbing (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Comedian Skill (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Command (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Concentrated Blow (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Contact Making (perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Contortions (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Cook Profession (Prof) &amp;lt;br&amp;gt;&lt;br /&gt;
Cooking (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Copper Smithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Country Secrets (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Courier (Prof) &amp;lt;br&amp;gt;&lt;br /&gt;
Creative Writing (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Creature Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Crime Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Criminology (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Cryptography (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Culture Language (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Culture Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Dancing (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Debate (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Deception (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Demon Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Demonology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Devil Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Devilology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Direction Orientation (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Disarming (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Disease Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Disease Knowledge (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Disguise (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Distant Signal Code (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Distilling (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Dodging (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Drafting (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Dragon Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Drafting (Trade)&lt;br /&gt;
Drawing (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Drive Cart (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Dweomercraft (Mag) &amp;lt;br&amp;gt;&lt;br /&gt;
Dye Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Dyeing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Ecology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Economics (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Embalming (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Embezzling (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Embroidery (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Empathy (Mag) &amp;lt;br&amp;gt;&lt;br /&gt;
Enameling (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Endurance (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Engineering (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Equipment Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Escape Skills (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Espionage (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Etiquette (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Exotic Armoring (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Exotic Weapon Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Faerie Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Fast Talk (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Fast Working (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Fencing Goods (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Fight Multiple Foes (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Finance (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Finesse Strike (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Fire Control (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Fire Eating (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Fire Fighting (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Firearms (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Firearms (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Fish Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Fly Beast (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Foraging (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Forensics (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Forge Document (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Forge Item (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Fortune Telling (Mag) &amp;lt;br&amp;gt;&lt;br /&gt;
Foundry Work (Trade)&amp;lt;br&amp;gt;&lt;br /&gt;
Funerary Rites (Mag) &amp;lt;br&amp;gt;&lt;br /&gt;
Fungus Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Gambling (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Gaming (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Gem Cutting (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Gemology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Genealogy (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Geography (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Geology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Geometry (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Glass Blowing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Gliding (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Gold Smithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Golem Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Grappling (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Guide (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Guile (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Hair Design (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Hand Signal (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Health (Know) &amp;lt;br&amp;gt; &lt;br /&gt;
Heraldry (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Herbalism (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Herding (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Movement (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Hiding (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
High Society Culture (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
History (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Horde Fighting (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Horticulture (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Household Care (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Hunting (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Hurled Weapons (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Hydrodynamics (Tech) &amp;lt;br&amp;gt;&lt;br /&gt;
Ignore Pain (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Illness Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Information Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Instruction (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Interrogation (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Intrigue (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Investigation (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Iron Smithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Jewelry Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Joking (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Journalism (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Jousting (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Juggling (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Jumping (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Kenetics (Tech) &amp;lt;br&amp;gt;&lt;br /&gt;
Knitting (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Lake Fishing (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Land Navigation (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Law (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Law (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Leatherwork (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Legend Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Leisure Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Line Fighting (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Linguistics (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Liquor Tolerance (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Listening (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Literate (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Literature (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Lock Knowledge (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Locksmithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Logic (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Long Distance Marching (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Long Distance Running (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Lyrics (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Machine Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Machine Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Magic Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Magic Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Making Traps (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Management (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Map Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Map Reading (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Marching (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Marine Biology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Martial Throws (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Masonry (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Masonry Building Construct. (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Massage (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Mathematics (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Mathematics, Advanced (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Mechanical Engineering (Tech) &amp;lt;br&amp;gt;&lt;br /&gt;
Mech-Golem Use (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Medicine (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Medicine (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Melee (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Merchandising (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Metal Etching (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Metal Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Metallurgy (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Metaphysics (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Meteorology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Military Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Military Science (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Milling (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Mimery (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Mimicry (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Mingling (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Mining (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Missile Deflection (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Missile Weapons (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Monster Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Musical Composition (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Naval Tactics (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Negotiation (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Net Fishing (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Net Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Netherworld Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Netherworld Knowledge (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Observation (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Occult (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Ocean/Sea Fishing (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Oratory (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Paint Making (trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Paint Objects (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Paleontology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Pantheology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Paper Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Pewter Work (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Philosophy (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Physics (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Planar Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Planar Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Plant Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Plant Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Poetry (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Poison Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Poison Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Poison Use (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Pole Vaulting (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Political Science (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Politics (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Potion Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Printing-Copying (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Profession Language (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Property Sale (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Psychoanalysis (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Psychology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Quickdraw (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Quilting (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Race Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Raise Young (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Rappelling (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Read Blind (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Read Runes (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Read Tracks (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Reading Lips (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Region Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Region Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Religion Lore (Lore)&lt;br /&gt;
Religion Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Repair Items (trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Rescue (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Research (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Ritual Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Roofing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Rope Use (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Rope Walking (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Rowing (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Ruin Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Rune Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Rune Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Sabotage Tactics (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Sail Making (trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Sales &amp;amp; Barter (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Scaling (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Scribing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Scrounge Object (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Sea Navigation (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Seduction (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Self-Control (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Servant Duty (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Setting Traps (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Ship Handling (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Ship Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Siege Tactics (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Siege Warfare (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Sign Language (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Attack (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Movement (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Silver Smithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Singing (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Skating (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Skiing (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Skinning (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Skirmish Tactics (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Sleight of Hand (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Social Interaction (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Specialized Wood Design (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Speed Reading (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Speleology (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Spell Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Spinning Attack (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Spirit World Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Spirit World Knowledge (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Sports Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Sports &amp;amp; Athletics (Trade)&lt;br /&gt;
Sprinting (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Stealing (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Stilt Walking (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Carving (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Masoning (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Pottery Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Quarrying (trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Stream Fishing (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Street Culture (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Style (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Subdue (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Subterfuge (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Surfing (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Surgery (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Surveillance (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Survival, Wilderness (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Swimming (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Symbol Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Tailoring (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Tale Telling (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Taxidermy (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Thanatology (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Theology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Thermodynamics (Tech) &amp;lt;br&amp;gt;&lt;br /&gt;
Thespianism (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Thread Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Throw or Hurl (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Tin Smithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Tool Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Torture (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Toxicology (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Tracking (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Trade (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Trade Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Trapping (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Trapping Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Tree Cutting (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Trigonometry (Trade)&amp;lt;br&amp;gt;&lt;br /&gt;
Tumbling (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Two Weapon Attack (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Undead Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Underearth Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Underground Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Underwater Diving (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Vessel Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Veterinary Medicine (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Water Finding (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Brutality (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Finesse (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Smithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Weather Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Weather Watching (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Weaving (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Weaving (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Weightlifting (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Wheel Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Wicker Work (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Wine Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Wood Building Construction (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Wood Carving (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Wrestling (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Zoology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Skills&amp;diff=2254</id>
		<title>S&amp;S: Skills</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Skills&amp;diff=2254"/>
		<updated>2026-09-19T10:23:26Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SKILLS AT CREATION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Storm &amp;amp; Steel, characters will receive many kinds of skills based on their classes, race, occupations, heritage, culture, background, and the general imagination of the player. This step is done after the player selects the character&#039;s race, class, and any occupations that the character engages in.  The Game Master and the player walk through a condensed list of skills found on their character&#039;s skill sheet and record whichever skills are deemed appropriate for the character. Classes award skills as part of the class, as do some races and cultures, and should be considered. While there are Skill Points in Storm &amp;amp; Steel, by default, any Game Master assigned skills typically have no cost. However, any skills that a player desires - that the Game Master deems not to be in reasonable alignment with their class, race, occupation, culture, background, etc., are not free and must be purchased with available Skill Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILLS THAT ARE LIMITED OR NOT FREE OR DO NOT EXIST&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LIMITING: There may be some skills that a Game Master may limit or even disallow for the character altogether. While certain skills might be certainly be appropriate for a particular class, the Game Master may rule that the character will receive a skill at no cost once they attain a certain level - or if they want it sooner, they must buy the skill with Skill Points. Additionally, for some campaigns, a Game Master may require that an appropriate Non-Player Character or Player Character must be found to train another in a new skill before it can be awarded, whether or not the skill is free.&lt;br /&gt;
&lt;br /&gt;
NON-FREE SKILLS AND EXCEPTIONS:  If, for example, a player wishes to have Hiding as a free skill for their Knight character, the Game Master may rule that Hiding must be purchased since it typically may not fit the usual skills learned by squires during training to become a knight. A player could try to persuade the Game Master into awarding Hiding at no cost for that character if they have a good character background concept that might warrant the skill. A Knight, who during their training, was squired to a knight of the Dark Empire who regularly sent their squires to assassinate or spy on his adversary&#039;s minions could warrant the gifting of the Hiding skill if the Game Master sinks their teeth into the concept. Sometimes, the Game Master might go with &amp;quot;rule of cool&amp;quot; for character concepts that fit nicely into a concept or campaign.&lt;br /&gt;
&lt;br /&gt;
NON-EXISTENT SKILLS: In some cases, there may be skills that simply do not exist in their milieu. If, for example, a player desires to have Gun Smithing for their character, they should not be allowed to have the skill if there are no firearms in the milieu.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BOLSTERING SKILLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skill Points may be used to raise the score of a skill. This represents a character with additional time, energy, and resources invested into a skill.&lt;br /&gt;
&lt;br /&gt;
[[S&amp;amp;S: Skill Reference List | Skill Reference List]]: This is simply a mixed, uncategorized reference list of skills. Some skill names will be changed and reorganized, but all will be categorized in the future. This list does not offer descriptions for the skills.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2253</id>
		<title>Storm &amp; Steel</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2253"/>
		<updated>2026-09-19T10:05:28Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt; The new roleplaying system and world created by genius artist Steven Hill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:24pt&amp;quot;&amp;gt;Storm &amp;amp; Steel&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel is a medieval fantasy adventure roleplaying game system where players create custom characters that can master magic and combat to make their way through a dangerous world filled with monstrosities, supernatural perils, and deadly combatants. While many of its elements are both familiar and unique to fantasy roleplaying, its robust combat system is new and intuitive.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: The Persona | &#039;&#039;&#039;The Persona&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
The persona is what the world sees - and does not see - as a player controls their character. It is more than the sum of their attributes, powers, abilities, possessions, and other character defining things: it is their personality, traits, quirks, goals, drive, and personal choices that truly define the character. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Character Creation | &#039;&#039;&#039;Character Creation&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Character creation is a cooperative creative process done together with both the guidance of the GameMaster and the Player to bring the necessary pieces of the character together. While a self-guided process will be provided for players to design characters, a hands-on approach by GameMasters is &#039;&#039;more&#039;&#039; desirable to ensure a better fit into the GameMaster&#039;s customized milieu. A set of [[character sheets | character sheets]] will be provided along with the steps needed to fill them.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: The Ability Scores | &#039;&#039;&#039;The Ability Scores&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
A character&#039;s physical and mental attributes are numerically defined by six ability scores determined by random rolls adjusted by modifiers from race, class, occupations, etc. The value of each ability score represents the &#039;&#039;actual&#039;&#039; bonus or penalty awarded for the attribute. The scores (-1, 0, +1, +2, etc.) are recorded in required places on [[character sheets | character sheets]] throughout the character making process.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Races | &#039;&#039;&#039;Races&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and familiar playable fantasy races that can be chosen by players. However, the GameMaster may adjust the available choices to fit their particular milieu. Many races have special abilities and modifiers to physical and mental attributes. Each available choice can be a unique roleplaying experience.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Classes | &#039;&#039;&#039;Classes&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and common playable fantasy classes that can be chosen by players. However, much like with the races, the Gamemaster may decide which are available within their particular milieu. &lt;br /&gt;
&lt;br /&gt;
==[[Occupations, Heritage, and Culture | &#039;&#039;&#039;Occupations, Heritage, and Culture&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Occupations, Heritage, and Culture are character defining details in Storm &amp;amp; Steel. They often offer advantages (and sometimes restrictions, in the cases of some Heritage and Culture options) based on a character&#039;s background. They can be selected or rolled randomly. A GameMaster&#039;s milieu may determine where such background options are available.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Skills | &#039;&#039;&#039;Skills&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a great number of skills that are typically not directly related to combat. These are often garnered from classes, race, occupations, heritage, culture, background, and the general imagination of the player. &lt;br /&gt;
&lt;br /&gt;
* Storm &amp;amp; Steel generally offers skills &#039;&#039;freely&#039;&#039; where proper but allows the possibility of gaining skills not associated with the forementioned sources above. This is only if deemed available by the GameMaster and special Skill Points are spent. Skill Points not spent on adding otherwise unassociated skills can be used to bolster character skills. &lt;br /&gt;
&lt;br /&gt;
* A Skill Point system is offered for GameMasters who have a &amp;quot;hands-off&amp;quot; approach to skill determination.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Combat | &#039;&#039;&#039;Combat&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a robust, strategic combat system guided by a uniquely intuitive movement and initiative system - where the action and combat momentum is continuous! &lt;br /&gt;
&lt;br /&gt;
* Every round of combat is divided into segments in which every character can move throughout the round, even when it&#039;s not their turn to attack. This means every player has something to do on every segment, if they choose. The ebb and flow of combat is easy to follow and intuitive as it plays out on the tabletop. The system rids for the need of clunky, non-immersive rules and feels less &#039;gamey&#039;. Even new players are typically more decisive and less likely to be struck with &#039;decision paralysis&#039;. At the same time, this movement system is quick and easy!&lt;br /&gt;
&lt;br /&gt;
* Attacks: Attackers roll dice to attack.&lt;br /&gt;
&lt;br /&gt;
* Defense: Defenders roll dice to defend.&lt;br /&gt;
&lt;br /&gt;
* Attackers roll dice for damage if successfully striking.&lt;br /&gt;
&lt;br /&gt;
* Defenders roll dice for Damage Reduction awarded by their armor and magical protections.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Weapons | &#039;&#039;&#039;Weapons&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a system (including additional optional systems) where weapon choices are meaningful. &lt;br /&gt;
&lt;br /&gt;
* Shorter, faster weapons will improve chances to attack sooner but will typically score less damage.&lt;br /&gt;
&lt;br /&gt;
* Longer, slower weapon will impair chances to attack sooner but will typically score more damage.&lt;br /&gt;
&lt;br /&gt;
* Longer weapons, in general, will allow a wielder to strike an opponent with a shorter weapon &#039;&#039;immediately&#039;&#039; when making &#039;&#039;first&#039;&#039; contact.&lt;br /&gt;
&lt;br /&gt;
* Storm &amp;amp; Steel rules recognize the advantage and disadvantage of weapon designs versus armor (or lack thereof) and awards attractive bonuses and reasonable penalties for their use. While there are many armor choices in Storm &amp;amp; Steel, there are only four major armor categories to consider when dealing with weapon types versus armor types: so, the weapon bonuses are quick &amp;amp; easy to use.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Armor | &#039;&#039;&#039;Armor&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a great assortment of historical and fantasy armor types, each with their own numerical value that reduces damage scored against the wearer. While more protective heavy armor can reduce movement and Defense bonuses due to weight and mobility considerations, the Damage Reduction may outweigh being struck more often. Shields in Storm &amp;amp; Steel offer Defense bonuses based on their size and award some damage reduction. Metal shields award further bonuses versus ranged weapons. Metal shields, as well as larger shields, do however reduce movement.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Powers | &#039;&#039;&#039;Powers&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Powers are magical abilities that often have similar effects to that of magic spells but often without the necessity of an incantation to present the power. They are typically wielded by adventuring classes and magical creatures, or found in magical treasures.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Spells | &#039;&#039;&#039;Spells&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Spells are typically created by incantations designed to release some form of magical energy or effect. Sometimes they are a form of magical super-science that follow certain laws of the magical universe, much like the laws of mundane science. Sometimes the spells were created by mighty supernatural beings and gods and left to be used for all-time to those that can fathom them and wield them. Some spells are granted directly by supernatural beings and gods directly, either with or without worship or devotion. When worship is required, the magic spells are considered truly divine.&lt;br /&gt;
&lt;br /&gt;
* In Storm &amp;amp; Steel, many creatures are not able to innately perform magic spells even when they have the means to train: for magical power is something that one is either born with or granted by a master who &#039;loans&#039; such power during an apprenticeship. When an apprenticeship is deemed over, the master may either permanently grant the apprentice the power or withhold such permanence.&lt;br /&gt;
&lt;br /&gt;
* The magical power needed to cast magic spells is a power that is spiritually found inside the body of one who has either inherited it from one or both parents - or given by a master (see above). The power found within is of a specific type, and by default, will not allow the creature to otherwise cast spells not associated with the magical type. Thus, a spellcaster who for example manipulates Force Magic may not be able to create magic fire, nor create undead. While many spellcasting classes may have similar spells, the effects may vary by class. A Force Master may have a stronger Force barrier that lasts longer than a Wizard who casts the same basic spell, for example.&lt;br /&gt;
&lt;br /&gt;
* The Storm &amp;amp; Steel magic system typically awards spellcasters pools of personal magic energy, usually in the form of Spell Points. Such pools of magical energy are totaled separately when more than one type of spellcasting is known.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: War Machines, Mounts, and Transports | &#039;&#039;&#039;War Machines, Mounts, and Transports&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
War machines, mounts, and transports can be found both in magical and mundane forms; as well as living, undead, and golem-like construction. Many specific examples are typically only found in certain parts of The World, produced by specific races, cultures, religions, factions, guilds, cities, or classes.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Treasures of the World | &#039;&#039;&#039;Treasures of the World&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Treasures great and small can be discovered, conquered, earned, or made!&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Enchanted Treasures and Creations of Power | &#039;&#039;&#039;Enchanted Treasures and Creations of Power&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Magical treasures, whether minor and mighty, are the creations of spellcasters, creatures, magical beings, and gods. Famed spellcasters, races, religions, countries, and cities often have their own magical specialties, often produced exclusively. Their secrets and magical resources are often zealously guarded!&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Dungeoneering and Wilderness Adventuring | &#039;&#039;&#039;Dungeoneering and Wilderness Adventuring&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel details dungeon encounters and trappings, as well as rules for dungeoneering and survival equipment for dungeon and overland adventures. Also provided are rulings to help easily track time and movement during adventures, whether a dungeon crawl or wilderness trek. &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs | &#039;&#039;&#039;Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Encounters are the backbone of a robust adventuring world. Storm &amp;amp; Steel details common and rare creatures of all levels of danger and adventure.  &lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: The World | &#039;&#039;&#039;The World&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
While Storm &amp;amp; Steel is easily adapted to any fantasy world, it has its own world rich with life and magic! In it, great empires hammer and claw each other, while multitudes of kingdoms and magic realms feud. Unique varieties of the races of humans exist in sprawling, breathtaking realms, replete with their own distinctive and unrivaled architecture, magical innovations, and weapons of war. Powerful elven kingdoms heartily resist the changing world while dwarves thrive in their mountain citadels of stone and iron and underground civilizations, eagerly battling giants, dragons, and monstrous armies in unending wars. Mighty and old civilizations of both the living and the undead are endlessly at destructive odds. Great swaths of twisted living lands ooze and writhe as supernatural, wicked terrors issue forth from living chasms and hopelessly deep shifting caverns. Dragons and Draconians control vast lands of sprawling empires. Titans and Colossi thunder across distant lands, adversaries to the draconic empires. The rotting dead Colossi, seemingly disinterested with the rest of the world, guard long dead ancient civilizations and places of great power where only the mightiest of heroes and beings would dare venture. Throughout the world, the gods and other powerful divine and supernatural beings dwell, directly influencing those they seek to rule and those they seek to ruin!&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: The Divinity and Other Great Powers | &#039;&#039;&#039;The Divinity and Other Great Powers&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
In the World of Storm &amp;amp; Steel, many divine beings, gods and god-like beings of great power dwell among mortals! These mighty beings can be found all over the world. Some are hidden or secluded, while others exist in plain sight of both worshippers and enemies!&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Skills&amp;diff=2252</id>
		<title>S&amp;S: Skills</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Skills&amp;diff=2252"/>
		<updated>2026-09-19T10:00:18Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;SKILLS AT CREATION&amp;#039;&amp;#039;&amp;#039;  In Storm &amp;amp; Steel, characters will receive many kinds of skills based on their classes, race, occupations, heritage, culture, background, and the general imagination of the player. This step is done after the player selects the character&amp;#039;s race, class, and any occupations that the character engages in.  The Game Master and the player walk through a condensed list of skills found on their character&amp;#039;s skill sheet and record whichever skills are dee...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SKILLS AT CREATION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Storm &amp;amp; Steel, characters will receive many kinds of skills based on their classes, race, occupations, heritage, culture, background, and the general imagination of the player. This step is done after the player selects the character&#039;s race, class, and any occupations that the character engages in.  The Game Master and the player walk through a condensed list of skills found on their character&#039;s skill sheet and record whichever skills are deemed appropriate for the character. Classes award skills as part of the class, as do some races and cultures, and should be considered. While there are Skill Points in Storm &amp;amp; Steel, by default, any Game Master assigned skills typically have no cost. However, any skills that a player desires - that the Game Master deems not to be in reasonable alignment with their class, race, occupation, culture, background, etc., are not free and must be purchased with available Skill Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILLS THAT ARE LIMITED OR NOT FREE OR DO NOT EXIST&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LIMITING: There may be some skills that a Game Master may limit or even disallow for the character altogether. While certain skills might be certainly be appropriate for a particular class, the Game Master may rule that the character will receive a skill at no cost once they attain a certain level - or if they want it sooner, they must buy the skill with Skill Points. Additionally, for some campaigns, a Game Master may require that an appropriate Non-Player Character or Player Character must be found to train another in a new skill before it can be awarded, whether or not the skill is free.&lt;br /&gt;
&lt;br /&gt;
NON-FREE SKILLS AND EXCEPTIONS:  If, for example, a player wishes to have Hiding as a free skill for their Knight character, the Game Master may rule that Hiding must be purchased since it typically may not fit the usual skills learned by squires during training to become a knight. A player could try to persuade the Game Master into awarding Hiding at no cost for that character if they have a good character background concept that might warrant the skill. A Knight, who during their training, was squired to a knight of the Dark Empire who regularly sent their squires to assassinate or spy on his adversary&#039;s minions could warrant the gifting of the Hiding skill if the Game Master sinks their teeth into the concept. Sometimes, the Game Master might go with &amp;quot;rule of cool&amp;quot; for character concepts that fit nicely into a concept or campaign.&lt;br /&gt;
&lt;br /&gt;
NON-EXISTENT SKILLS: In some cases, there may be skills that simply do not exist in their milieu. If, for example, a player desires to have Gun Smithing for their character, they should not be allowed to have the skill if there are no firearms in the milieu.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BOLSTERING SKILLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skill Points may be used to raise the score of a skill. This represents a character with additional time, energy, and resources invested into a skill.&lt;br /&gt;
&lt;br /&gt;
[[Skill Reference List | Skill Reference List]]: This is simply a mixed, uncategorized reference list of skills. Some skill names will be changed and reorganized, but all will be categorized in the future. This list does not offer descriptions for the skills.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2251</id>
		<title>Storm &amp; Steel</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2251"/>
		<updated>2026-09-19T09:59:32Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt; The new roleplaying system and world created by genius artist Steven Hill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:24pt&amp;quot;&amp;gt;Storm &amp;amp; Steel&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel is a medieval fantasy adventure roleplaying game system where players create custom characters that can master magic and combat to make their way through a dangerous world filled with monstrosities, supernatural perils, and deadly combatants. While many of its elements are both familiar and unique to fantasy roleplaying, its robust combat system is new and intuitive.&lt;br /&gt;
&lt;br /&gt;
==[[The Persona | &#039;&#039;&#039;The Persona&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
The persona is what the world sees - and does not see - as a player controls their character. It is more than the sum of their attributes, powers, abilities, possessions, and other character defining things: it is their personality, traits, quirks, goals, drive, and personal choices that truly define the character. &lt;br /&gt;
&lt;br /&gt;
==[[Character Creation | &#039;&#039;&#039;Character Creation&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Character creation is a cooperative creative process done together with both the guidance of the GameMaster and the Player to bring the necessary pieces of the character together. While a self-guided process will be provided for players to design characters, a hands-on approach by GameMasters is &#039;&#039;more&#039;&#039; desirable to ensure a better fit into the GameMaster&#039;s customized milieu. A set of [[character sheets | character sheets]] will be provided along with the steps needed to fill them.&lt;br /&gt;
&lt;br /&gt;
==[[The Ability Scores | &#039;&#039;&#039;The Ability Scores&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
A character&#039;s physical and mental attributes are numerically defined by six ability scores determined by random rolls adjusted by modifiers from race, class, occupations, etc. The value of each ability score represents the &#039;&#039;actual&#039;&#039; bonus or penalty awarded for the attribute. The scores (-1, 0, +1, +2, etc.) are recorded in required places on [[character sheets | character sheets]] throughout the character making process.&lt;br /&gt;
&lt;br /&gt;
==[[Races | &#039;&#039;&#039;Races&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and familiar playable fantasy races that can be chosen by players. However, the GameMaster may adjust the available choices to fit their particular milieu. Many races have special abilities and modifiers to physical and mental attributes. Each available choice can be a unique roleplaying experience.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Classes | &#039;&#039;&#039;Classes&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and common playable fantasy classes that can be chosen by players. However, much like with the races, the Gamemaster may decide which are available within their particular milieu. &lt;br /&gt;
&lt;br /&gt;
==[[Occupations, Heritage, and Culture | &#039;&#039;&#039;Occupations, Heritage, and Culture&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Occupations, Heritage, and Culture are character defining details in Storm &amp;amp; Steel. They often offer advantages (and sometimes restrictions, in the cases of some Heritage and Culture options) based on a character&#039;s background. They can be selected or rolled randomly. A GameMaster&#039;s milieu may determine where such background options are available.&lt;br /&gt;
&lt;br /&gt;
==[[S&amp;amp;S: Skills | &#039;&#039;&#039;Skills&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a great number of skills that are typically not directly related to combat. These are often garnered from classes, race, occupations, heritage, culture, background, and the general imagination of the player. &lt;br /&gt;
&lt;br /&gt;
* Storm &amp;amp; Steel generally offers skills &#039;&#039;freely&#039;&#039; where proper but allows the possibility of gaining skills not associated with the forementioned sources above. This is only if deemed available by the GameMaster and special Skill Points are spent. Skill Points not spent on adding otherwise unassociated skills can be used to bolster character skills. &lt;br /&gt;
&lt;br /&gt;
* A Skill Point system is offered for GameMasters who have a &amp;quot;hands-off&amp;quot; approach to skill determination.&lt;br /&gt;
&lt;br /&gt;
==[[Combat | &#039;&#039;&#039;Combat&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a robust, strategic combat system guided by a uniquely intuitive movement and initiative system - where the action and combat momentum is continuous! &lt;br /&gt;
&lt;br /&gt;
* Every round of combat is divided into segments in which every character can move throughout the round, even when it&#039;s not their turn to attack. This means every player has something to do on every segment, if they choose. The ebb and flow of combat is easy to follow and intuitive as it plays out on the tabletop. The system rids for the need of clunky, non-immersive rules and feels less &#039;gamey&#039;. Even new players are typically more decisive and less likely to be struck with &#039;decision paralysis&#039;. At the same time, this movement system is quick and easy!&lt;br /&gt;
&lt;br /&gt;
* Attacks: Attackers roll dice to attack.&lt;br /&gt;
&lt;br /&gt;
* Defense: Defenders roll dice to defend.&lt;br /&gt;
&lt;br /&gt;
* Attackers roll dice for damage if successfully striking.&lt;br /&gt;
&lt;br /&gt;
* Defenders roll dice for Damage Reduction awarded by their armor and magical protections.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons | &#039;&#039;&#039;Weapons&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a system (including additional optional systems) where weapon choices are meaningful. &lt;br /&gt;
&lt;br /&gt;
* Shorter, faster weapons will improve chances to attack sooner but will typically score less damage.&lt;br /&gt;
&lt;br /&gt;
* Longer, slower weapon will impair chances to attack sooner but will typically score more damage.&lt;br /&gt;
&lt;br /&gt;
* Longer weapons, in general, will allow a wielder to strike an opponent with a shorter weapon &#039;&#039;immediately&#039;&#039; when making &#039;&#039;first&#039;&#039; contact.&lt;br /&gt;
&lt;br /&gt;
* Storm &amp;amp; Steel rules recognize the advantage and disadvantage of weapon designs versus armor (or lack thereof) and awards attractive bonuses and reasonable penalties for their use. While there are many armor choices in Storm &amp;amp; Steel, there are only four major armor categories to consider when dealing with weapon types versus armor types: so, the weapon bonuses are quick &amp;amp; easy to use.&lt;br /&gt;
&lt;br /&gt;
==[[Armor | &#039;&#039;&#039;Armor&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a great assortment of historical and fantasy armor types, each with their own numerical value that reduces damage scored against the wearer. While more protective heavy armor can reduce movement and Defense bonuses due to weight and mobility considerations, the Damage Reduction may outweigh being struck more often. Shields in Storm &amp;amp; Steel offer Defense bonuses based on their size and award some damage reduction. Metal shields award further bonuses versus ranged weapons. Metal shields, as well as larger shields, do however reduce movement.&lt;br /&gt;
&lt;br /&gt;
==[[Powers | &#039;&#039;&#039;Powers&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Powers are magical abilities that often have similar effects to that of magic spells but often without the necessity of an incantation to present the power. They are typically wielded by adventuring classes and magical creatures, or found in magical treasures.&lt;br /&gt;
&lt;br /&gt;
==[[Spells | &#039;&#039;&#039;Spells&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Spells are typically created by incantations designed to release some form of magical energy or effect. Sometimes they are a form of magical super-science that follow certain laws of the magical universe, much like the laws of mundane science. Sometimes the spells were created by mighty supernatural beings and gods and left to be used for all-time to those that can fathom them and wield them. Some spells are granted directly by supernatural beings and gods directly, either with or without worship or devotion. When worship is required, the magic spells are considered truly divine.&lt;br /&gt;
&lt;br /&gt;
* In Storm &amp;amp; Steel, many creatures are not able to innately perform magic spells even when they have the means to train: for magical power is something that one is either born with or granted by a master who &#039;loans&#039; such power during an apprenticeship. When an apprenticeship is deemed over, the master may either permanently grant the apprentice the power or withhold such permanence.&lt;br /&gt;
&lt;br /&gt;
* The magical power needed to cast magic spells is a power that is spiritually found inside the body of one who has either inherited it from one or both parents - or given by a master (see above). The power found within is of a specific type, and by default, will not allow the creature to otherwise cast spells not associated with the magical type. Thus, a spellcaster who for example manipulates Force Magic may not be able to create magic fire, nor create undead. While many spellcasting classes may have similar spells, the effects may vary by class. A Force Master may have a stronger Force barrier that lasts longer than a Wizard who casts the same basic spell, for example.&lt;br /&gt;
&lt;br /&gt;
* The Storm &amp;amp; Steel magic system typically awards spellcasters pools of personal magic energy, usually in the form of Spell Points. Such pools of magical energy are totaled separately when more than one type of spellcasting is known.&lt;br /&gt;
&lt;br /&gt;
==[[War Machines, Mounts, and Transports | &#039;&#039;&#039;War Machines, Mounts, and Transports&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
War machines, mounts, and transports can be found both in magical and mundane forms; as well as living, undead, and golem-like construction. Many specific examples are typically only found in certain parts of The World, produced by specific races, cultures, religions, factions, guilds, cities, or classes.&lt;br /&gt;
&lt;br /&gt;
==[[Treasures of the World | &#039;&#039;&#039;Treasures of the World&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Treasures great and small can be discovered, conquered, earned, or made!&lt;br /&gt;
&lt;br /&gt;
==[[Enchanted Treasures and Creations of Power | &#039;&#039;&#039;Enchanted Treasures and Creations of Power&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Magical treasures, whether minor and mighty, are the creations of spellcasters, creatures, magical beings, and gods. Famed spellcasters, races, religions, countries, and cities often have their own magical specialties, often produced exclusively. Their secrets and magical resources are often zealously guarded!&lt;br /&gt;
&lt;br /&gt;
==[[Dungeoneering and Wilderness Adventuring | &#039;&#039;&#039;Dungeoneering and Wilderness Adventuring&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel details dungeon encounters and trappings, as well as rules for dungeoneering and survival equipment for dungeon and overland adventures. Also provided are rulings to help easily track time and movement during adventures, whether a dungeon crawl or wilderness trek. &lt;br /&gt;
&lt;br /&gt;
==[[Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs | &#039;&#039;&#039;Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Encounters are the backbone of a robust adventuring world. Storm &amp;amp; Steel details common and rare creatures of all levels of danger and adventure.  &lt;br /&gt;
&lt;br /&gt;
==[[The World | &#039;&#039;&#039;The World&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
While Storm &amp;amp; Steel is easily adapted to any fantasy world, it has its own world rich with life and magic! In it, great empires hammer and claw each other, while multitudes of kingdoms and magic realms feud. Unique varieties of the races of humans exist in sprawling, breathtaking realms, replete with their own distinctive and unrivaled architecture, magical innovations, and weapons of war. Powerful elven kingdoms heartily resist the changing world while dwarves thrive in their mountain citadels of stone and iron and underground civilizations, eagerly battling giants, dragons, and monstrous armies in unending wars. Mighty and old civilizations of both the living and the undead are endlessly at destructive odds. Great swaths of twisted living lands ooze and writhe as supernatural, wicked terrors issue forth from living chasms and hopelessly deep shifting caverns. Dragons and Draconians control vast lands of sprawling empires. Titans and Colossi thunder across distant lands, adversaries to the draconic empires. The rotting dead Colossi, seemingly disinterested with the rest of the world, guard long dead ancient civilizations and places of great power where only the mightiest of heroes and beings would dare venture. Throughout the world, the gods and other powerful divine and supernatural beings dwell, directly influencing those they seek to rule and those they seek to ruin!&lt;br /&gt;
&lt;br /&gt;
==[[The Divinity and Other Great Powers | &#039;&#039;&#039;The Divinity and Other Great Powers&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
In the World of Storm &amp;amp; Steel, many divine beings, gods and god-like beings of great power dwell among mortals! These mighty beings can be found all over the world. Some are hidden or secluded, while others exist in plain sight of both worshippers and enemies!&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=S%26S:_Classes&amp;diff=2250</id>
		<title>S&amp;S: Classes</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=S%26S:_Classes&amp;diff=2250"/>
		<updated>2026-09-19T09:57:36Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: Created page with &amp;quot;The classes presented here have basic descriptor names that may be subject to change. Some classes may later be absorbed into other classes, thus, also being subject to change.  Each class falls into one or more categories of adventurer type. The category types are ARCANE, COMBAT, CRAFT, DIVINE, NATURE, and ROGUISH. The types are for reference, only. In some cases where there are multiple categories, the association might be a circumstantial exception rather than the rul...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The classes presented here have basic descriptor names that may be subject to change. Some classes may later be absorbed into other classes, thus, also being subject to change.&lt;br /&gt;
&lt;br /&gt;
Each class falls into one or more categories of adventurer type. The category types are ARCANE, COMBAT, CRAFT, DIVINE, NATURE, and ROGUISH. The types are for reference, only. In some cases where there are multiple categories, the association might be a circumstantial exception rather than the rule, such as a class that might either be ARCANE in origin or DIVINE, but not necessarily both.&lt;br /&gt;
&lt;br /&gt;
==[[Air Master | &#039;&#039;&#039;Air Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Manipulates air and channels power from and through it. Not to be confused with an Element Master.&lt;br /&gt;
==[[Amazon | &#039;&#039;&#039;Amazon&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Female warriors that are trained to channel feminine energy to fight and defend.&lt;br /&gt;
==[[Archer | &#039;&#039;&#039;Archer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Specializes in the deadly combat use of bows and arrows.&lt;br /&gt;
==[[Assassin | &#039;&#039;&#039;Assassin&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: Uses stealth, combat ability, chemicals, and tricks to remove a target or enemy.&lt;br /&gt;
==[[Avenger | &#039;&#039;&#039;Avenger&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Holy fighters that channel divine destructive power to fight crusades and defeat enemies of the faith. However similar, the Avenger should not be confused with the Paladin class. &lt;br /&gt;
==[[Barbarian | &#039;&#039;&#039;Barbarian&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Wilderness fighters that rely on mobility, skill, toughness, and cunning to defeat enemies. Many barbarians are also berserkers.&lt;br /&gt;
==[[Bard | &#039;&#039;&#039;Bard&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Masters of lore that are able to channel magical powers through music. They are usually clever, charismatic, and agile, using their personalities and dexterity to conquer both friends and enemies.&lt;br /&gt;
==[[Beast Lord | &#039;&#039;&#039;Beast Lord&#039;&#039;&#039;]]==&lt;br /&gt;
NATURE: Their powers of nature give them dominion over animals that may even serve as loyal companions, protectors, and friends. This relationship also infuses animalistic abilities to aid them in matters of combat, stealth, and survival.&lt;br /&gt;
==[[Biomancer | &#039;&#039;&#039;Biomancer&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT: Masters of the body, who, through bio-magic and potions, are able to enhance themselves and others so that they may function beyond normal levels. As they progress, they can also permanently use muscles and organs of other creatures to replace those of their own bodies.&lt;br /&gt;
==[[Biotech Master | &#039;&#039;&#039;Biotech Master&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT: Masters of creating, animating, and grafting enchanted prosthetics and devices that enhance those who wear them. As they progress in power, they and those who use their body replacement parts will often become less and less human over time. Many who use the body enhancements or begin the artificial transformation, become addicted. Biotech masters will often work with Ornamancers or acquire that form of magic if possible.&lt;br /&gt;
==[[Bizarro | &#039;&#039;&#039;Bizarro&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Channelers of the most bizarre powers of chaos, mischief, sanity, and reality. They may use their powers to entertain, punish, defeat or destroy: as whatever their strange personal goals are; or even to honor the gods whose powers they&#039;ve discovered. Though the powers are garnered from extradimensional beings and gods, they are not considered divine unless they formally dedicate themselves to such a power on high and serve their temples.&lt;br /&gt;
==[[Blade Dancer | &#039;&#039;&#039;Blade Dancer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Masters of weapons that channel magical energy through their body and their weapons. Their fighting style looks like that of an energetic dance. The more graceful the body &#039;flows&#039; through movement, the more powerful the energy. Sometimes, they pause during a fight to build up energy and release it into an enemy with a powerful strike.&lt;br /&gt;
==[[Blaster | &#039;&#039;&#039;Blaster&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of raw magical energy used primarily for destructive attacks. They are famously noted for their strong, glowing aura and releasing their energy through both hands at once. &lt;br /&gt;
==[[Bounty Hunter | &#039;&#039;&#039;Bounty Hunter&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: &amp;quot;Swords for hire&amp;quot; that use cleverness, persistence, street-smarts, and strength to find and capture or kill - wanted men or creatures. Reputation is important to the Bounty Hunter class to earn notoriety. In Storm &amp;amp; Steel, they often work for the [[Eternal Prison | Eternal Prison]].&lt;br /&gt;
==[[Change Master | &#039;&#039;&#039;Change Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of transmutation magical energy, which allows them to change part or all of their own bodies to enhance themselves. As they become more powerful, they are able to affect objects and creatures, and can change size considerably, whether to become bigger or smaller.&lt;br /&gt;
==[[Chess Master | &#039;&#039;&#039;Chess Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Specialized gamesters who channel magical energy through chess pieces and other game related objects and symbols. Such pieces act as servants, protectors, and magic talismans. Although this form of magic is garnered from the gods, it is not considered divine magic. The more powerful they become, the more powerful the pieces become, and the more they can potentially affect at one time.&lt;br /&gt;
==[[Chess Warrior | &#039;&#039;&#039;Chess Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: The Chess Warrior learns to channel the magical energy of the gods by embodying the same energy used by the Chess Master, but through themselves, rather than chess pieces. At first, the abilities are less potent. As they become more powerful, they are able to channel more power, eventually becoming similar to a living golem and able to use other powers. Similar to the Chess Master, the powers of the Chess Warrior are not considered divine, although granted by the gods. Chess Warriors are usually &#039;champion-protectors&#039; of some sort, often associated with nobility or royalty. They are quickly recognizable by their chess related attire, armor, and weaponry.&lt;br /&gt;
==[[Claw Master | &#039;&#039;&#039;Claw Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of a close and personal fighting style that uses clawed gauntlets, metal claws, or their actual claws if they have them. They typically develop a fighting style that mimics the movement of clawed creatures in their world. &lt;br /&gt;
==[[Constructocon | &#039;&#039;&#039;Constructocon&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Master crafters that use magic to alter reality to accelerate their ability to construct or break down structures. The more powerful they become, the quicker their work is completed, seeming to be instantaneous at times. They are able to shape raw materials with their bare hands. If they use their powers on a temporary basis, they&#039;re able to cause exceptionally quick changes, such as creating a pit, partially collapsing ceiling, and erecting protective barriers, even in the middle of a fight. Constructocons are highly sought out by communities, lords, and kings, since they are able to construct buildings and even castles in a shorter period of time.&lt;br /&gt;
==[[Creator | &#039;&#039;&#039;Creator&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Powerful magic wielders, granted powers by the gods, who are able to create creatures that can act as protectors, steeds, scouts, and companions. More powerful creators are able to create non-living objects.&lt;br /&gt;
==[[Crossarcher | &#039;&#039;&#039;Crossarcher&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of the deadly combat use of crossbows and bolts/quarrels.&lt;br /&gt;
==[[Crusher-Smasher | &#039;&#039;&#039;Crusher-Smasher&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of destruction by means of smashing with fists, gauntlets, oversized knuckle-dusters, etc. When fully trained, their fists are like maces and become even more destructive as they become more powerful. They usually become insanely strong and tend to go berserk.&lt;br /&gt;
==[[Crystallomancer | &#039;&#039;&#039;Crystallomancer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Magical shapers and channelers of crystals and crystal magic. &lt;br /&gt;
==[[Dark Harvest Witch | &#039;&#039;&#039;Dark Harvest Witch&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; NATURE: Users of a corrupt form of magic that, among the many things they can do, can manipulate hellfire magic and can be used to create animated scarecrows and other golem-like beings. They can affect harvests with their corrupt powers and control creatures. As they become more powerful, they typically become less and less human.&lt;br /&gt;
==[[Dark Knight | &#039;&#039;&#039;Dark Knight&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Uses heavy armor and weapons and channels dark powers to aid in combat and fulfill their dark lives and goals. Dark Knights often serve a great master, such as a powerful dark lord, king, or god. When they ascend in power, they often become dark lords. They are the quintessential doomed champion. Dark Knights aren&#039;t necessarily evil but often known for questionable acts even if they&#039;re not evil.&lt;br /&gt;
==[[Death Lord | &#039;&#039;&#039;Death Lord&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of death-based magic, including the animation of the dead and draining life-force from the living. At the height of their power, they often become dark lords. While Death Masters are often viewed with alarm and are known for doing deeds that are rejected by most societies, they are not in all cases evil. It is not completely unknown for Death Masters to even have a good heart.&lt;br /&gt;
==[[Death Warrior | &#039;&#039;&#039;Death Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE: These macabre warriors surround themselves in the trappings of the dead and channel power from and through them. They are often worshippers of gods of death, undeath, afterlife, and gods of other related areas of influence in the pantheon. Though they venerate those who have passed before them, they typically will reverently take their weapons of war, armor, and treasures. The older the treasures they take, the more powerful they can become. They typically view Returned Saints with awe.&lt;br /&gt;
==[[Deck Master | &#039;&#039;&#039;Deck Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Channel magic power through special decks of card. Some special cards have unique powers. Deck Masters are often easily identified by their card themed attire and affinity for card games.&lt;br /&gt;
==[[Deck Warrior-Knight | &#039;&#039;&#039;Deck Warrior-Knight&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Warriors or Knights that serve the gods and powerful beings of the cards and channel the power of the cards to aid them in combat. They are not considered Divine, nor do they have a wide variety of powers as the Deck Master has. They are typically armed and attired in card themed gear, thus easily recognizable. &lt;br /&gt;
==[[Deity Vessel (Herald, Avatar, Champion, Chosen, Blessed, Keeper) | &#039;&#039;&#039;Deity Vessel (Herald, Avatar, Champion, Chosen, Blessed, Keeper)&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; DIVINE; NATURE; ROGUISH: Some deities find faithful servants that wish to become direct vessels of their power and influence. They begin an early transformation, that over time, may form them into the likeness of the god or the god&#039;s close servants. Such is the case of the Avatar Vessel. The god given powers of each of the vessels are more specialized than that of Priests and often are more potent. Deity Vessels are typically easy to spot, as they often have divine energy swirling about them in what might be described as a halo.&lt;br /&gt;
==[[Desert Master | &#039;&#039;&#039;Desert Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; ROGUISH: Mystical warriors that become one with the spirits of the desert. They are survivalists that bring the desert spirits with them, however, their greatest strength is achieved while in deserts and wastelands.&lt;br /&gt;
==[[Desolator | &#039;&#039;&#039;Desolator&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE: Draw magic from dark gods, living things, and the land to use their powers against living things to great effect. The path of the Desolator gruesomely changes their countenance.&lt;br /&gt;
==[[Destroyer | &#039;&#039;&#039;Destroyer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Warriors capable of channeling destructive physical and supernatural power to amplify their combat abilities to become unstoppable foes.&lt;br /&gt;
==[[Divine Assassin | &#039;&#039;&#039;Divine Assassin&#039;&#039;&#039;]]==&lt;br /&gt;
DIVINE; ROGUISH: Killers that serve the temples of the gods within an alliance. They have many of the skills of an assassin but have supernatural powers granted by The Divine.&lt;br /&gt;
==[[Divinity Master | &#039;&#039;&#039;Divinity Master&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE: A form of priest that has more direct access to divine power but has less combat acumen. Their powers are more influential to their cause and gives them the power to create enchanted holy artifacts, relics, and sites. They are able to summon divine beings to aid and pprotect them.&lt;br /&gt;
==[[Druid | &#039;&#039;&#039;Druid&#039;&#039;&#039;]]==&lt;br /&gt;
DIVINE; NATURE: Divine priests highly attuned to the natural world and the land.&lt;br /&gt;
==[[Dungeoneer | &#039;&#039;&#039;Dungeoneer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: Dedicated explorers that specialize in navigating dungeons, underground environments, and wilderness settings. They are accomplished fighters and trap-finders. They rely on clever problem solving, endurance, agility, and intuition to get them through deadly traps, monsters, and magical challenges. They live for the challenge!&lt;br /&gt;
==[[Element Master | &#039;&#039;&#039;Element Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Often named as Elementalists, they are able to call on the power of the elements and summon elemental creatures from other dimensions. They can either specialize in a single elemental realm or attune with all of them. While a &#039;universal elementalist&#039; has access to a wider array of powers, the specialized elementalist is more effective with the degree of power they are able to channel in their specific element.&lt;br /&gt;
==[[Elemental Warrior | &#039;&#039;&#039;Elemental Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE: Warrior with elemental power channeling through their bodies. They can dedicate themselves to a single elemental force or all of them at once. Those that specialize have more potent powers but lack the variety of powers granted to them that the &#039;universal elementalist warrior&#039; has.&lt;br /&gt;
==[[Enchantment Master | &#039;&#039;&#039;Enchantment Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of channeling magical energy, particularly through objects. They are not limited to objects, however, and may ensorcel creatures of all sorts. Their powers are best used in conjunction with other forms of magic and will often work alongside other caster types.&lt;br /&gt;
==[[Eye Lord | &#039;&#039;&#039;Eye Lord&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE: Masters of magic, both arcane and divine, they channel the power of the muti-eyed gods that are known for having - and granting -their powers to the eyes of their faithful. Powers of special sight, prophesy, seeing and traveling to other dimensions are among the gifts, as are weapons of destruction channeled through the eyes. Eye Lords gain additional eyes as they achieve greater power. Creatures that already have several extra eyes have an advantage over those that don&#039;t. However, a cyclops or other single-eyed creatures are particularly gifted with intense power but will not be granted extra permanent eyes.&lt;br /&gt;
==[[Fey Master | &#039;&#039;&#039;Fey Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE; ROGUISH: Fey Masters are closely attuned to the Seelie Powers that be. They are either allies to the Fey or its enslavers. They gain powers of fey creatures and are able to easily travel their unique world and understand its secrets. They are able to summon faeries and other fey-related creature to serve them, whether by alliance or coercion as a fey master. Holes open up from nowhere and the fey issue out when summoned.&lt;br /&gt;
==[[Fire &amp;amp; Ice Master | &#039;&#039;&#039;Fire &amp;amp; Ice Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Warrior-mages that use both the powers of fire and ice.&lt;br /&gt;
==[[Fire Master | &#039;&#039;&#039;Fire Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Warrior-mages that use the power of fire.&lt;br /&gt;
==[[Fist Master | &#039;&#039;&#039;Fist Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Fighters which specialize in fist combat and other fist associated weaponry. Unlike the Crusher/Smashers, they rely on finesse and skill than primarily raw power, although they can strike with great effect. They will sometimes pair their fists with weapons and kicks.&lt;br /&gt;
==[[Flesh Crafter | &#039;&#039;&#039;Flesh Crafter&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Can shape flesh and replace missing limbs with replacements. Some of these alterations can be made permanent when powerful enough to complete the task.&lt;br /&gt;
==[[Fleshbone Grafter | &#039;&#039;&#039;Fleshbone Grafter&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Can attach flesh and bone to themselves and allies to enhance their bodies, and give them abilities not otherwise possible, such as wings for flying.&lt;br /&gt;
==[[Fool | &#039;&#039;&#039;Fool&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Entertainers that are masters of trickery, illusion, and evasion.&lt;br /&gt;
==[[Forge Master | &#039;&#039;&#039;Forge Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Sculptors of metal that can imbue power into their creations. One of the strengths of being a Forge Master is their intimate understanding and skill in the use of the very things that they are able to fashion.&lt;br /&gt;
==[[Gate Master | &#039;&#039;&#039;Gate Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Creators of magical portals to other places, dimensions, and planes. As they progress in power the portals can be made larger and permanent.&lt;br /&gt;
==[[Gladiator | &#039;&#039;&#039;Gladiator&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of combat that have forged a living from performing in public combat.&lt;br /&gt;
==[[Goblin Summoner | &#039;&#039;&#039;Goblin Summoner&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; ROGUISH: Goblin Summoners are closely attuned to the Unseelie Powers that be. They are either allies to the unseelie or its enslavers. They gain powers of dark fey creatures and are able to easily travel their unique world and understand its secrets. They are able to summon goblins and other unseelie creatures to serve them, whether by alliance or coercion as a goblin master. Holes open up from nowhere and the goblins issue out when summoned.&lt;br /&gt;
==[[Golem Maker | &#039;&#039;&#039;Golem Maker&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Makers of golems, typically but not always, as destructive constructs or combatants. A golem maker will usually craft one or more special golems as constant protectors to engage in combat on their behalf. Golem Makers can also create devices using their potent powers of animation.&lt;br /&gt;
==[[Harlequin | &#039;&#039;&#039;Harlequin&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; ROGUISH: Talented magical performers with great skills that can make them particularly deadly. Harlequins typically fall into specific groups exhibiting similar powers. &lt;br /&gt;
==[[Harvest Witch | &#039;&#039;&#039;Harvest Witch&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; NATURE: Wielders of magic that can animate scarecrows and influence or control creatures as servants. They can empower harvests with their magic.&lt;br /&gt;
==[[Healer | &#039;&#039;&#039;Healer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Healers are able to heal and cure by using arcane, divine, or nature-based powers; however, it is possible for some healers to heal by two or more of the power sources.&lt;br /&gt;
==[[Ice Master | &#039;&#039;&#039;Ice Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Warrior-mages that use the power of ice.&lt;br /&gt;
==[[Illusion Master | &#039;&#039;&#039;Illusion Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Create illusions by either creating visible and audible &#039;phantom&#039; objects or creatures - or by directly influencing or attacking the mind of creatures. Powerful illusionists are able to make thoughts into reality.&lt;br /&gt;
==[[Ironmancer-clanker | &#039;&#039;&#039;Ironmancer-clanker&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; DIVINE: Magic manipulators of iron and steel that are able to shape and control it, whether to craft or magically use it in combat. The source of magic may be arcane and/or divine in nature. &lt;br /&gt;
==[[Jester | &#039;&#039;&#039;Jester&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Entertainers who use clever magic and feats of agility and dexterity.&lt;br /&gt;
==[[Knight | &#039;&#039;&#039;Knight&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Well-trained fighters who use heavy armor and specialized weapons in combat on horse or on foot. They are typically bound by some code of conduct which is both military and societal.&lt;br /&gt;
==[[Lich Master | &#039;&#039;&#039;Lich Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Arcane spellcasters who seek the quick path to undeath and everlasting existence in the form of a lich.&lt;br /&gt;
==[[Lore Master | &#039;&#039;&#039;Lore Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Masters of knowledge and lore, with specialization in the secrets of magic.&lt;br /&gt;
==[[Maestro | &#039;&#039;&#039;Maestro&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE: Magisters who channel magic in the form of powerful music. Mastery sometimes includes the ability and skills necessary to create magical musical tools for amplifying their power.&lt;br /&gt;
==[[Mage | &#039;&#039;&#039;Mage&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Well-rounded spellcasters that know many forms of magic but have focused on one or more forms disproportionately.&lt;br /&gt;
==[[Magiotech-arcangineer | &#039;&#039;&#039;Magiotech-arcangineer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Masters of mechanical creations animated by a variety of power sources. They will often use their creations as personal protection or weapons.&lt;br /&gt;
==[[Magus | &#039;&#039;&#039;Magus&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE: Gifted with magic, they have spell-like powers that are either inherited through bloodlines or granted by supernatural events, beings, or gods.&lt;br /&gt;
==[[Martial Artist | &#039;&#039;&#039;Martial Artist&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Trained combatants that strive for mastery of the body and to learn the discipline of skills of unarmed and armed combat. Some martial artists train in the mastery of the mind and personal spiritual energy, as well. There are many styles and paths for such fighters to attain mastery.&lt;br /&gt;
==[[Mind Master | &#039;&#039;&#039;Mind Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Magical masters of their own minds and that of others. With their magical mental powers, they are able to affect the world around them.&lt;br /&gt;
==[[Monster Master | &#039;&#039;&#039;Monster Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; NATURAL: Able to use their powers to summon and control monsters.&lt;br /&gt;
==[[Monster Rider-Destriot | &#039;&#039;&#039;Monster Rider-Destriot&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; NATURE: Able to attune to monsters and gain them as companions and mounts.&lt;br /&gt;
==[[Moon Mage | &#039;&#039;&#039;Moon Mage&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Channelers able to garner power from moons. Their powers may have been granted either by powerful supernatural beings or gods, or by nature or bloodline. &lt;br /&gt;
==[[Moon Warrior | &#039;&#039;&#039;Moon Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE: Warriors who gain abilities from moons, enhancing their ability to fight and giving them minor powers.&lt;br /&gt;
==[[Ornamancer | &#039;&#039;&#039;Ornamancer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE: Crafters and enchanters of magical items that are typically made of valuable materials that are usually very elaborate. Such magic strongly relies on intricate relief to create more surface area for the magic to adhere upon/within. The more elaborate: the greater the potential for stronger magical effects.&lt;br /&gt;
==[[Paladin | &#039;&#039;&#039;Paladin&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Warriors empowered by divine beings, gods, or even divine supernatural events to serve a greater purpose. They are defenders of the faith and the downtrodden.&lt;br /&gt;
==[[Plague Bearer | &#039;&#039;&#039;Plague Bearer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE: Bear the powers to control and deliver rot, destruction, sickness, and disease. While they are victims of the very powers they can wield, the effects do not hinder them in combat, despite their seemingly broken condition.&lt;br /&gt;
==[[Plunderer | &#039;&#039;&#039;Plunderer&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: They are adventurer-thieves that have a lust for amassing treasure. They are experts on locating treasure sites and overcoming traps and other obstacles.&lt;br /&gt;
==[[Power Master | &#039;&#039;&#039;Power Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Wielders of raw magic power that specializes in the use of kinetic force and destructive blasts of various types of energy.&lt;br /&gt;
==[[Priest | &#039;&#039;&#039;Priest&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE: Servants of deities that wield power granted by the god or gods they serve. They are responsible for creating relics of power for the faith.&lt;br /&gt;
==[[Puppet Master | &#039;&#039;&#039;Puppet Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; ROGUISH: Masters of animation of small golem-like servants and companions. They are typically able to make and control several animated puppets at one time and instill unique powers, abilities, and skills into them. Part of being able to give their creations such abilities are garnered through their own personal skill development. Such skills are honed as they often must work alongside their own creations.&lt;br /&gt;
==[[Ranger | &#039;&#039;&#039;Ranger&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; CRAFT; NATURE; ROGUISH: Masters of exploration and the wilderness. They are deadly combatants that often are able to wield the powers of nature to aid them. Much of their deadliness is factored by their mastery of stealth. Aside from combat ability, they are often great craftsman.&lt;br /&gt;
==[[Raven/Crow Master | &#039;&#039;&#039;Raven/Crow Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE; ROGUISH: Mysteriously attuned with the divinity and/or supernatural power of the exceptionally empowered crow or raven spirits of the world - but not both - for there is great animosity between them. They can communicate with and control crows or ravens and can use special supernatural powers associated with whichever avian they are attuned. They are masters of shadow and are hard to find in darkened places when they do not wish to be seen. &lt;br /&gt;
==[[Rune Master | &#039;&#039;&#039;Rune Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE: Able to craft, empower, and wield the power of runes. While Rune Masters do use physical runes of stone, bone, metal, etc., they are also able to conjure and etch runes into the fabric of reality, seemingly out of thin air. Rune Masters will often learn other forms of magic or will work with other spellcasters to create powerful enchanted works of wonder, as their empowered runes amplify the magic of other sources. &lt;br /&gt;
==[[Saint | &#039;&#039;&#039;Saint&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Beings made holy due to their closeness with a god. Many Saints have been long dead but returned to the world of the living by their patron deity. These are known as Returned Saints. Returned Saints (also known as Catacomb Saints) have typically been interred into a resting place and their bodies/bones bejeweled, adorned in precious metals, or even gilded. Saints of either type are hard to kill or destroy, often being heavily protected and empowered with the means to defeat enemies of the faith, as well as the means of continuing their holy works.&lt;br /&gt;
==[[Scout | &#039;&#039;&#039;Scout&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: Skilled at wilderness survival, navigation, and traveling great distances quickly, they are often masters of stealth that are associated with a military force, noble alliance, or royal faction. They are often entrusted with delivering important information.&lt;br /&gt;
==[[Sea Master | &#039;&#039;&#039;Sea Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE; ROGUISH: Attuned to bodies of water and the creatures within them, they are magical masters of their watery world. Some are granted power by divine means, while others garner their powers from nature itself or some elemental infusion.&lt;br /&gt;
==[[Sentinel | &#039;&#039;&#039;Sentinel&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Guardians of divine origin or of an order of protectors, they stand ready to guard important sites, people, or precious objects. They are able to stand watch without rest, and their powerful senses detect those who would seek to bypass their protection or assault them. While they are deadly combatants, their greatest strength are their defensive powers, as they are difficult to strike and hard to harm once struck.&lt;br /&gt;
==[[Shadow | &#039;&#039;&#039;Shadow&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Supernatural masters of shadow.&lt;br /&gt;
==[[Shaman | &#039;&#039;&#039;Shaman&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE; NATURE: Attuned with spirits of supernatural beings, animals, creatures, ancestors, etc. they are granted powers by their intimate association with them. Their powers are typically in the form of protection, physical enhancements, healing, divination, and some supernatural attacks. Not to be confused with Witchdoctors, however similar.&lt;br /&gt;
==[[Sharpshooter | &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; COMBAT; ROGUISH: Masters of firearms and similar firing devices, they are excellent at firing in both close and far ranges, often specializing in one range category over another. They will often learn to craft their own weapons and ammunition for optimization, particularly since such weapons are rare.&lt;br /&gt;
==[[Shipmaster | &#039;&#039;&#039;Shipmaster&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: Masters of seagoing vessels, they specialize in combat at sea and are excellent at negotiating ropes and rigging.&lt;br /&gt;
==[[Siren | &#039;&#039;&#039;Siren&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; NATURE: Use their voices, song, touch, and gaze to ensorcel their foes or even amaze the masses.&lt;br /&gt;
==[[Slayer | &#039;&#039;&#039;Slayer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE; ROGUISH: Dedicated combatants that are master killers. They are usually driven to slay by their hate for a particular type of foe, however, there are those who do not specialize. They are often sought for their expertise. Some slayers are associated with a religious group that is dedicated to destroying a particular foe that they fight endlessly, such as demons. Such associations grant slayers unique diving powers.&lt;br /&gt;
==[[Sniper | &#039;&#039;&#039;Sniper&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; ROGUISH: Assassins that are specialized in taking a target out at a great distance. Such specialization may be done with bow, crossbow, firearm, or other ranged weapon, but usually not by more than one weapon type without taking the additional training to do so. Their weapons are typically custom made for optimization, and the sniper will often craft them personally.&lt;br /&gt;
==[[Sorcerer | &#039;&#039;&#039;Sorcerer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Sorcerers typically garner power from gods and beings from other dimensions, which makes them potent casters. They specialize in using devices and enchanted items to focus and amplify their powers. As a spellcaster, they are typically very well-rounded in the assortment of available powers.&lt;br /&gt;
==[[Specter Master | &#039;&#039;&#039;Specter Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Arcane spellcasters that seek a quick path to undeath and everlasting existence in the form of a specter.&lt;br /&gt;
==[[Spellblade | &#039;&#039;&#039;Spellblade&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; COMBAT: Combatants that channel magical spells through their weapons. They typically will craft their own weapons and are able to transfer magic powers from one weapon to another that they have crafted.&lt;br /&gt;
==[[Spirit Master | &#039;&#039;&#039;Spirit Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Spellcasters that have a deep understanding of the spirit world and are able to use spirit powers. As such, they are even able to animate objects by imbuing them with a spirit.&lt;br /&gt;
==[[Spirit Totem Master | &#039;&#039;&#039;Spirit Totem Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE; NATURE: Their deep understanding of nature and the spirit world and the specific spirits within them, allows them to channel spirits within them, granting them abilities and even the power to transform into a living form of the spirit or a hybrid thereof. As they gain power, they are able to share the totem powers with others and even transform them as well. Spirit Totem Masters are most powerful in the spirit world and other similar dimensions or planes.&lt;br /&gt;
==[[Stalker | &#039;&#039;&#039;Stalker&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: Specialists whose talent of stealth and spying come easy. Their ability to avoid detection even in close conditions is remarkable.&lt;br /&gt;
==[[Steam Mage | &#039;&#039;&#039;Steam Mage&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Masters of creations using steam and mechanical sciences. They are able to make personal magic, steam-powered equipment as well as large machines that can be used as weapons or for construction and excavation. They are also capable of making air ships.&lt;br /&gt;
==[[Supreme Commander | &#039;&#039;&#039;Supreme Commander&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; CRAFT; DIVINE: Magical masters of tactics, strategy, defense, attack, battle maneuvers, war engine warfare and control, and waging campaigns of war and sea conflict. They are able to engineer and enchant creations that can turn the tide of battle. Their presence among allies can zealously inspire, just as much as they can bring fear into the hearts of enemies. &lt;br /&gt;
==[[Templar | &#039;&#039;&#039;Templar&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE; NATURE: Mighty battle priests/clerics of the various deities and religions. They are skilled in the use of both heavy armor and weaponry.  Their divine powers can protect and destroy. &lt;br /&gt;
==[[Tomb Robber | &#039;&#039;&#039;Tomb Robber&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: Specialists in researching, finding, and negotiating through tombs, ancient sites, and highly trapped areas.&lt;br /&gt;
==[[Torment Master | &#039;&#039;&#039;Torment Master&#039;&#039;&#039;]]==&lt;br /&gt;
DIVINE: Divine keepers of some of the worst or most notorious prisoners, damned souls, and those who are bound to make atonement for their transgressions or overcoming great guilt. They are able to magically summon those who are supernaturally indebted. When the condemned have fulfilled their tasks or are slain, they are supernaturally removed from the presence of the keeper. The summoning and removal of the forsaken is usually quite disturbing to most viewers. Many of the prisoners come from vast supernatural prisons found in the world or from other planes and dimensions. The prisons that hold these captives are not always just; as there are prisoners that have been imprisoned by dark lords, kings, gods, demons, etc. Those that condemn the tormented receive something in turn for giving up their prisoners. The Torment Master does not determine whether a captive&#039;s obligation is fulfilled to its entirety, as that is decided by the judges and the conditions of the sentences.&lt;br /&gt;
==[[Tree Lord | &#039;&#039;&#039;Tree Lord&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE; NATURE: Divinely attuned to plants and trees, they gain powers, abilities, and physical features related to plants of all varieties. They have the ability to shape plants into desirable forms such as weapons, armor, and objects that are useful to overcome obstacles and threats. &lt;br /&gt;
==[[Undead Destroyer | &#039;&#039;&#039;Undead Destroyer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; DIVINE; ROGUISH: Dedicated adversaries to the undead with powers associated with either divinity, arcane power, or both. Some are powerful combatant engines of destruction or stealthy supernatural assassins. Undead destroyers can use the bones of their fallen foes to make supernatural creations such as armor, weapons, and mounts.&lt;br /&gt;
==[[Unholy Channeler | &#039;&#039;&#039;Unholy Channeler&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE: Wielders of unholy power that attacks the spirit or soul of an enemy. Their powers can be used to create unholy temples, altars, and cursed sites. They can also summon unholy creatures to serve them.&lt;br /&gt;
==[[Vision Master | &#039;&#039;&#039;Vision Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of divination and supernatural sight. Their powers of divination and prophecy can make them extremely hard to defeat in nearly any arena.&lt;br /&gt;
==[[Warmaster | &#039;&#039;&#039;Warmaster&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; CRAFT; DIVINE: Supernatural warriors driven to engage in battle. They are empowered by the gods, making them stronger, tougher, harder to strike, and quite unstoppable. They are experts in matters of battle and can change the tide of a fight. Their skills include making weaponry, armor, and war engines. Warmasters typically seek out to find or build the heaviest, most protective battle armor they can possess.&lt;br /&gt;
==[[Warrior | &#039;&#039;&#039;Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: The most basic of the fighting classes. They progress very quickly at the expense of not specializing. Monsters often take the path of the warrior.&lt;br /&gt;
==[[Weapon Master | &#039;&#039;&#039;Weapon Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: Specialized warriors that focus on mastering the art of fighting with weapons. They will often forsake heavier armor to maximize mobility in combat. While they are good in a direct fight, they sometimes focus on stealth to accomplish their missions.&lt;br /&gt;
==[[Witchdoctor | &#039;&#039;&#039;Witchdoctor&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE; NATURE: Tribal spellcasting wielders of healing and destructive powers. They can commune with and channel the power of spirits to aid them. They are capable makers of potions, talismans, magical weapons, and other supernatural aids.&lt;br /&gt;
==[[WitherMage-desiccator | &#039;&#039;&#039;WitherMage-desiccator&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE; ROGUISH: Withered wielders of deadly magic that withers their enemies and empowers the desiccator in return. They are typically reliant upon striking their enemies to steal their essence, so they often use stealth and learn to fight. Wither-Mages are often hard to tell apart from a desiccated corpse. They are also capable of animating their victims.&lt;br /&gt;
==[[Wizard | &#039;&#039;&#039;Wizard&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Wizards are the most well-rounded masters of the arts of spellcasting. They zealously learn all forms of arcane magic, and are quite powerful casters, despite their typical lack of specialization. Their efficacy of casting and thorough studies of their arts usually causes them to progress very slowly, thus explaining why many of the great wizards are often far along in their years. Among their great skills, they are great crafters of enchanted things.&lt;br /&gt;
==[[Wraith Master | &#039;&#039;&#039;Wraith Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Arcan spellcasters who seek the quick path to undeath and everlasting existence in the form of a wraith.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2249</id>
		<title>Storm &amp; Steel</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2249"/>
		<updated>2026-09-19T09:56:59Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
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&lt;div&gt;&amp;lt;strong&amp;gt; The new roleplaying system and world created by genius artist Steven Hill&lt;br /&gt;
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&amp;lt;span style=&amp;quot;font-size:24pt&amp;quot;&amp;gt;Storm &amp;amp; Steel&amp;lt;/span&amp;gt;&lt;br /&gt;
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Storm &amp;amp; Steel is a medieval fantasy adventure roleplaying game system where players create custom characters that can master magic and combat to make their way through a dangerous world filled with monstrosities, supernatural perils, and deadly combatants. While many of its elements are both familiar and unique to fantasy roleplaying, its robust combat system is new and intuitive.&lt;br /&gt;
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==[[The Persona | &#039;&#039;&#039;The Persona&#039;&#039;&#039;]]==&lt;br /&gt;
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The persona is what the world sees - and does not see - as a player controls their character. It is more than the sum of their attributes, powers, abilities, possessions, and other character defining things: it is their personality, traits, quirks, goals, drive, and personal choices that truly define the character. &lt;br /&gt;
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==[[Character Creation | &#039;&#039;&#039;Character Creation&#039;&#039;&#039;]]==&lt;br /&gt;
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Character creation is a cooperative creative process done together with both the guidance of the GameMaster and the Player to bring the necessary pieces of the character together. While a self-guided process will be provided for players to design characters, a hands-on approach by GameMasters is &#039;&#039;more&#039;&#039; desirable to ensure a better fit into the GameMaster&#039;s customized milieu. A set of [[character sheets | character sheets]] will be provided along with the steps needed to fill them.&lt;br /&gt;
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==[[The Ability Scores | &#039;&#039;&#039;The Ability Scores&#039;&#039;&#039;]]==&lt;br /&gt;
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A character&#039;s physical and mental attributes are numerically defined by six ability scores determined by random rolls adjusted by modifiers from race, class, occupations, etc. The value of each ability score represents the &#039;&#039;actual&#039;&#039; bonus or penalty awarded for the attribute. The scores (-1, 0, +1, +2, etc.) are recorded in required places on [[character sheets | character sheets]] throughout the character making process.&lt;br /&gt;
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==[[Races | &#039;&#039;&#039;Races&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and familiar playable fantasy races that can be chosen by players. However, the GameMaster may adjust the available choices to fit their particular milieu. Many races have special abilities and modifiers to physical and mental attributes. Each available choice can be a unique roleplaying experience.&lt;br /&gt;
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==[[S&amp;amp;S: Classes | &#039;&#039;&#039;Classes&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and common playable fantasy classes that can be chosen by players. However, much like with the races, the Gamemaster may decide which are available within their particular milieu. &lt;br /&gt;
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==[[Occupations, Heritage, and Culture | &#039;&#039;&#039;Occupations, Heritage, and Culture&#039;&#039;&#039;]]==&lt;br /&gt;
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Occupations, Heritage, and Culture are character defining details in Storm &amp;amp; Steel. They often offer advantages (and sometimes restrictions, in the cases of some Heritage and Culture options) based on a character&#039;s background. They can be selected or rolled randomly. A GameMaster&#039;s milieu may determine where such background options are available.&lt;br /&gt;
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==[[Skills | &#039;&#039;&#039;Skills&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel offers a great number of skills that are typically not directly related to combat. These are often garnered from classes, race, occupations, heritage, culture, background, and the general imagination of the player. &lt;br /&gt;
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* Storm &amp;amp; Steel generally offers skills &#039;&#039;freely&#039;&#039; where proper but allows the possibility of gaining skills not associated with the forementioned sources above. This is only if deemed available by the GameMaster and special Skill Points are spent. Skill Points not spent on adding otherwise unassociated skills can be used to bolster character skills. &lt;br /&gt;
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* A Skill Point system is offered for GameMasters who have a &amp;quot;hands-off&amp;quot; approach to skill determination.&lt;br /&gt;
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==[[Combat | &#039;&#039;&#039;Combat&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel offers a robust, strategic combat system guided by a uniquely intuitive movement and initiative system - where the action and combat momentum is continuous! &lt;br /&gt;
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* Every round of combat is divided into segments in which every character can move throughout the round, even when it&#039;s not their turn to attack. This means every player has something to do on every segment, if they choose. The ebb and flow of combat is easy to follow and intuitive as it plays out on the tabletop. The system rids for the need of clunky, non-immersive rules and feels less &#039;gamey&#039;. Even new players are typically more decisive and less likely to be struck with &#039;decision paralysis&#039;. At the same time, this movement system is quick and easy!&lt;br /&gt;
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* Attacks: Attackers roll dice to attack.&lt;br /&gt;
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* Defense: Defenders roll dice to defend.&lt;br /&gt;
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* Attackers roll dice for damage if successfully striking.&lt;br /&gt;
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* Defenders roll dice for Damage Reduction awarded by their armor and magical protections.&lt;br /&gt;
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==[[Weapons | &#039;&#039;&#039;Weapons&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel offers a system (including additional optional systems) where weapon choices are meaningful. &lt;br /&gt;
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* Shorter, faster weapons will improve chances to attack sooner but will typically score less damage.&lt;br /&gt;
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* Longer, slower weapon will impair chances to attack sooner but will typically score more damage.&lt;br /&gt;
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* Longer weapons, in general, will allow a wielder to strike an opponent with a shorter weapon &#039;&#039;immediately&#039;&#039; when making &#039;&#039;first&#039;&#039; contact.&lt;br /&gt;
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* Storm &amp;amp; Steel rules recognize the advantage and disadvantage of weapon designs versus armor (or lack thereof) and awards attractive bonuses and reasonable penalties for their use. While there are many armor choices in Storm &amp;amp; Steel, there are only four major armor categories to consider when dealing with weapon types versus armor types: so, the weapon bonuses are quick &amp;amp; easy to use.&lt;br /&gt;
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==[[Armor | &#039;&#039;&#039;Armor&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel offers a great assortment of historical and fantasy armor types, each with their own numerical value that reduces damage scored against the wearer. While more protective heavy armor can reduce movement and Defense bonuses due to weight and mobility considerations, the Damage Reduction may outweigh being struck more often. Shields in Storm &amp;amp; Steel offer Defense bonuses based on their size and award some damage reduction. Metal shields award further bonuses versus ranged weapons. Metal shields, as well as larger shields, do however reduce movement.&lt;br /&gt;
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==[[Powers | &#039;&#039;&#039;Powers&#039;&#039;&#039;]]==&lt;br /&gt;
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Powers are magical abilities that often have similar effects to that of magic spells but often without the necessity of an incantation to present the power. They are typically wielded by adventuring classes and magical creatures, or found in magical treasures.&lt;br /&gt;
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==[[Spells | &#039;&#039;&#039;Spells&#039;&#039;&#039;]]==&lt;br /&gt;
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Spells are typically created by incantations designed to release some form of magical energy or effect. Sometimes they are a form of magical super-science that follow certain laws of the magical universe, much like the laws of mundane science. Sometimes the spells were created by mighty supernatural beings and gods and left to be used for all-time to those that can fathom them and wield them. Some spells are granted directly by supernatural beings and gods directly, either with or without worship or devotion. When worship is required, the magic spells are considered truly divine.&lt;br /&gt;
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* In Storm &amp;amp; Steel, many creatures are not able to innately perform magic spells even when they have the means to train: for magical power is something that one is either born with or granted by a master who &#039;loans&#039; such power during an apprenticeship. When an apprenticeship is deemed over, the master may either permanently grant the apprentice the power or withhold such permanence.&lt;br /&gt;
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* The magical power needed to cast magic spells is a power that is spiritually found inside the body of one who has either inherited it from one or both parents - or given by a master (see above). The power found within is of a specific type, and by default, will not allow the creature to otherwise cast spells not associated with the magical type. Thus, a spellcaster who for example manipulates Force Magic may not be able to create magic fire, nor create undead. While many spellcasting classes may have similar spells, the effects may vary by class. A Force Master may have a stronger Force barrier that lasts longer than a Wizard who casts the same basic spell, for example.&lt;br /&gt;
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* The Storm &amp;amp; Steel magic system typically awards spellcasters pools of personal magic energy, usually in the form of Spell Points. Such pools of magical energy are totaled separately when more than one type of spellcasting is known.&lt;br /&gt;
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==[[War Machines, Mounts, and Transports | &#039;&#039;&#039;War Machines, Mounts, and Transports&#039;&#039;&#039;]]==&lt;br /&gt;
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War machines, mounts, and transports can be found both in magical and mundane forms; as well as living, undead, and golem-like construction. Many specific examples are typically only found in certain parts of The World, produced by specific races, cultures, religions, factions, guilds, cities, or classes.&lt;br /&gt;
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==[[Treasures of the World | &#039;&#039;&#039;Treasures of the World&#039;&#039;&#039;]]==&lt;br /&gt;
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Treasures great and small can be discovered, conquered, earned, or made!&lt;br /&gt;
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==[[Enchanted Treasures and Creations of Power | &#039;&#039;&#039;Enchanted Treasures and Creations of Power&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Magical treasures, whether minor and mighty, are the creations of spellcasters, creatures, magical beings, and gods. Famed spellcasters, races, religions, countries, and cities often have their own magical specialties, often produced exclusively. Their secrets and magical resources are often zealously guarded!&lt;br /&gt;
&lt;br /&gt;
==[[Dungeoneering and Wilderness Adventuring | &#039;&#039;&#039;Dungeoneering and Wilderness Adventuring&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel details dungeon encounters and trappings, as well as rules for dungeoneering and survival equipment for dungeon and overland adventures. Also provided are rulings to help easily track time and movement during adventures, whether a dungeon crawl or wilderness trek. &lt;br /&gt;
&lt;br /&gt;
==[[Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs | &#039;&#039;&#039;Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Encounters are the backbone of a robust adventuring world. Storm &amp;amp; Steel details common and rare creatures of all levels of danger and adventure.  &lt;br /&gt;
&lt;br /&gt;
==[[The World | &#039;&#039;&#039;The World&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
While Storm &amp;amp; Steel is easily adapted to any fantasy world, it has its own world rich with life and magic! In it, great empires hammer and claw each other, while multitudes of kingdoms and magic realms feud. Unique varieties of the races of humans exist in sprawling, breathtaking realms, replete with their own distinctive and unrivaled architecture, magical innovations, and weapons of war. Powerful elven kingdoms heartily resist the changing world while dwarves thrive in their mountain citadels of stone and iron and underground civilizations, eagerly battling giants, dragons, and monstrous armies in unending wars. Mighty and old civilizations of both the living and the undead are endlessly at destructive odds. Great swaths of twisted living lands ooze and writhe as supernatural, wicked terrors issue forth from living chasms and hopelessly deep shifting caverns. Dragons and Draconians control vast lands of sprawling empires. Titans and Colossi thunder across distant lands, adversaries to the draconic empires. The rotting dead Colossi, seemingly disinterested with the rest of the world, guard long dead ancient civilizations and places of great power where only the mightiest of heroes and beings would dare venture. Throughout the world, the gods and other powerful divine and supernatural beings dwell, directly influencing those they seek to rule and those they seek to ruin!&lt;br /&gt;
&lt;br /&gt;
==[[The Divinity and Other Great Powers | &#039;&#039;&#039;The Divinity and Other Great Powers&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
In the World of Storm &amp;amp; Steel, many divine beings, gods and god-like beings of great power dwell among mortals! These mighty beings can be found all over the world. Some are hidden or secluded, while others exist in plain sight of both worshippers and enemies!&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=Rifts-Master_Edition&amp;diff=2248</id>
		<title>Rifts-Master Edition</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Rifts-Master_Edition&amp;diff=2248"/>
		<updated>2026-09-19T09:54:33Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Master Edition of Rifts is an unofficial version of the Rifts RPG using a conversion of the core of the Iron Colossus rules systems. This is a conversion reference and not an entire system. &lt;br /&gt;
&lt;br /&gt;
Some key differences to the Rifts RPG are as follows:&lt;br /&gt;
&lt;br /&gt;
* Character attributes and skills are of a format similar to D20 Dungeons &amp;amp; Dragons game mechanics.&lt;br /&gt;
&lt;br /&gt;
* The action economy of the Rifts RPG rules is not used. Characters are typically able to dodge and parry without using up attacks. Bonuses to dodge and parry are baked into the bonuses recorded on the character sheets.&lt;br /&gt;
&lt;br /&gt;
* Combat rounds are ten seconds long, instead of 15. The round is divided into 10 segments of 1 second each. &lt;br /&gt;
&lt;br /&gt;
* Movement occurs on every segment for each character, whether or not they are able to attack on a given segment. The distance moved per segment is based on the character&#039;s Speed attribute and is found on the appropriate table and recorded on the character sheet.&lt;br /&gt;
&lt;br /&gt;
* Attackers roll a d20 to attack while Defenders roll a d20 for defense. The attack roll must exceed the defense roll to score damage.&lt;br /&gt;
&lt;br /&gt;
* Damage is rolled for successful attacks but reduced by Damage Reduction for armor or other defenses.&lt;br /&gt;
&lt;br /&gt;
* While damage done to armor is tracked, armor lasts much longer than in the standard rules. In the Master Edition, it is not required that an enemy completely destroy armor to be able to affect the wearer. A wearer might be unconscious or slain before their armor is completely wrecked. It is entirely possible for a character to use the same suit of armor throughout their adventuring career with the proper care and luck. &lt;br /&gt;
&lt;br /&gt;
* Megadamage and normal structural damage rules are at a different conversion rate when compared to the original rules. Conversion values are based on the armor type, structure type, weapon type, and strength type. In the Master Edition, SDC armor and weapon types have more of a useful value than in the stardard rules. While using MDC equipment is more ideal, characters and encounters can survive using SDC equipment. 100:1 MDC to SDC conversion does not apply in the Master Edition. Most conversions are 2:1 and 3:1, with some exceptions. The conversion values can be found on appropriate tables. All conversions are made prior to play and thus share the same mechanics and ratio of 1:1 during play.&lt;br /&gt;
&lt;br /&gt;
*Saving Throw target numbers are not at the fixed, static values found in the standard rules. Such numbers are quickly generated by random rolls and modified by an amount based on the saving throw values in the standard rules and other appropriate factors.&lt;br /&gt;
&lt;br /&gt;
==[[RIFTS: The Ability Scores | &#039;&#039;&#039;The Ability Scores&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[RIFTS: Character Creation | &#039;&#039;&#039;Character Creation&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[RIFTS: Skills | &#039;&#039;&#039;Skills&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[RIFTS: Combat | &#039;&#039;&#039;Combat&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[RIFTS: Movement | &#039;&#039;&#039;Movement&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[RIFTS: Weapons | &#039;&#039;&#039;Weapons&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[RIFTS: Armor | &#039;&#039;&#039;Armor&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[RIFTS: Piecemeal Armor | &#039;&#039;&#039;Piecemeal Armor&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[RIFTS: Psionics | &#039;&#039;&#039;Psionics&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[RIFTS: Spells | &#039;&#039;&#039;Spells&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
==[[RIFTS: Rifts Earth | &#039;&#039;&#039;Rifts Earth&#039;&#039;&#039;]]==&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=Skill_Reference_List&amp;diff=2247</id>
		<title>Skill Reference List</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Skill_Reference_List&amp;diff=2247"/>
		<updated>2026-09-19T09:44:41Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following list of skills is for reference. Some skills may in the future be changed, renamed, removed, or absorbed into other skill names. Each skill has its category listed in parenthesis. Though some skills may in some way relate to a second or even a third category, they are limited to only one category and will be found on Character Skill Sheets under the categories listed behind the skill.&lt;br /&gt;
&lt;br /&gt;
Category Key:&lt;br /&gt;
&lt;br /&gt;
Comm = Common &amp;lt;br&amp;gt;&lt;br /&gt;
Know = Knowledge &amp;lt;br&amp;gt;&lt;br /&gt;
Lore = Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Mag = Magic &amp;lt;br&amp;gt;&lt;br /&gt;
Nat = Nature &amp;lt;br&amp;gt;&lt;br /&gt;
Perf = Performance &amp;lt;br&amp;gt;&lt;br /&gt;
Phys = Physical &amp;lt;br&amp;gt;&lt;br /&gt;
Prof = Profession &amp;lt;br&amp;gt;&lt;br /&gt;
Spec = Special &amp;lt;br&amp;gt;&lt;br /&gt;
Tech = Technology &amp;lt;br&amp;gt;&lt;br /&gt;
Trad = Trade &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count: 3;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Acrobatics (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Aaerodynamics (Tech) &amp;lt;br&amp;gt;&lt;br /&gt;
Advanced Healing (Trad) &amp;lt;br&amp;gt;&lt;br /&gt;
Alchemy (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Alertness (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Ambidexterity (Spec) &amp;lt;br&amp;gt; &lt;br /&gt;
Ambush Skill (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Angel Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Care (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Charms (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Lore (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Riding (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Training (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Anthropology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Appraising (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Archaeology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Architecture (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Area Knowledge (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Armor Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Armorer (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Arrow Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Art History (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Artifact Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Astrology (Mag) &amp;lt;br&amp;gt;&lt;br /&gt;
Astronomy (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Attack Brutality (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Balance (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Basic Healing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Battle Tactics (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Beer Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Begging (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Berserking (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Biology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Blacksmithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Blind Fighting (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Block Hand to Hand (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Block Weapon (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Boat Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Boating (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Book Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Book Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Book Writing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Botany (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Bow Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Boxing (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Breath Control (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Brewing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Brick Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Brickwork (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Bronze Working (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Brutal Strike (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Build Machine (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Bureaucracy (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Business (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Business Handling (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Cabinet Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Camouflage (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Candle Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Castle Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Cat Napping (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Ceramics (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Charisma (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Chemistry (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Chemistry (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Child Care (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
City Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
City Secrets (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Class Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Clay Pottery Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Climbing (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Comedian Skill (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Command (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Concentrated Blow (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Contact Making (perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Contortions (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Cook Profession (Prof) &amp;lt;br&amp;gt;&lt;br /&gt;
Cooking (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Copper Smithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Country Secrets (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Courier (Prof) &amp;lt;br&amp;gt;&lt;br /&gt;
Creative Writing (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Creature Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Crime Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Criminology (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Cryptography (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Culture Language (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Culture Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Dancing (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Debate (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Deception (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Demon Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Demonology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Devil Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Devilology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Direction Orientation (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Disarming (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Disease Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Disease Knowledge (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Disguise (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Distant Signal Code (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Distilling (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Dodging (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Drafting (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Dragon Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Drafting (Trade)&lt;br /&gt;
Drawing (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Drive Cart (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Dweomercraft (Mag) &amp;lt;br&amp;gt;&lt;br /&gt;
Dye Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Dyeing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Ecology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Economics (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Embalming (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Embezzling (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Embroidery (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Empathy (Mag) &amp;lt;br&amp;gt;&lt;br /&gt;
Enameling (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Endurance (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Engineering (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Equipment Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Escape Skills (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Espionage (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Etiquette (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Exotic Armoring (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Exotic Weapon Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Faerie Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Fast Talk (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Fast Working (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Fencing Goods (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Fight Multiple Foes (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Finance (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Finesse Strike (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Fire Control (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Fire Eating (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Fire Fighting (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Firearms (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Firearms (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Fish Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Fly Beast (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Foraging (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Forensics (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Forge Document (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Forge Item (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Fortune Telling (Mag) &amp;lt;br&amp;gt;&lt;br /&gt;
Foundry Work (Trade)&amp;lt;br&amp;gt;&lt;br /&gt;
Funerary Rites (Mag) &amp;lt;br&amp;gt;&lt;br /&gt;
Fungus Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Gambling (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Gaming (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Gem Cutting (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Gemology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Genealogy (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Geography (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Geology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Geometry (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Glass Blowing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Gliding (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Gold Smithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Golem Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Grappling (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Guide (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Guile (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Hair Design (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Hand Signal (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Health (Know) &amp;lt;br&amp;gt; &lt;br /&gt;
Heraldry (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Herbalism (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Herding (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Movement (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Hiding (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
High Society Culture (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
History (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Horde Fighting (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Horticulture (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Household Care (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Hunting (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Hurled Weapons (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Hydrodynamics (Tech) &amp;lt;br&amp;gt;&lt;br /&gt;
Ignore Pain (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Illness Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Information Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Instruction (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Interrogation (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Intrigue (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Investigation (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Iron Smithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Jewelry Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Joking (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Journalism (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Jousting (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Juggling (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Jumping (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Kenetics (Tech) &amp;lt;br&amp;gt;&lt;br /&gt;
Knitting (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Lake Fishing (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Land Navigation (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Law (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Law (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Leatherwork (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Legend Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Leisure Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Line Fighting (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Linguistics (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Liquor Tolerance (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Listening (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Literate (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Literature (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Lock Knowledge (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Locksmithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Logic (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Long Distance Marching (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Long Distance Running (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Lyrics (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Machine Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Machine Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Magic Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Magic Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Making Traps (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Management (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Map Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Map Reading (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Marching (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Marine Biology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Martial Throws (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Masonry (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Masonry Building Construct. (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Massage (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Mathematics (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Mathematics, Advanced (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Mechanical Engineering (Tech) &amp;lt;br&amp;gt;&lt;br /&gt;
Mech-Golem Use (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Medicine (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Medicine (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Melee (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Merchandising (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Metal Etching (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Metal Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Metallurgy (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Metaphysics (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Meteorology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Military Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Military Science (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Milling (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Mimery (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Mimicry (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Mingling (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Mining (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Missile Deflection (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Missile Weapons (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Monster Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Musical Composition (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Naval Tactics (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Negotiation (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Net Fishing (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Net Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Netherworld Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Netherworld Knowledge (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Observation (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Occult (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Ocean/Sea Fishing (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Oratory (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Paint Making (trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Paint Objects (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Paleontology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Pantheology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Paper Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Pewter Work (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Philosophy (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Physics (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Planar Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Planar Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Plant Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Plant Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Poetry (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Poison Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Poison Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Poison Use (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Pole Vaulting (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Political Science (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Politics (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Potion Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Printing-Copying (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Profession Language (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Property Sale (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Psychoanalysis (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Psychology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Quickdraw (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Quilting (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Race Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Raise Young (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Rappelling (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Read Blind (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Read Runes (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Read Tracks (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Reading Lips (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Region Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Region Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Religion Lore (Lore)&lt;br /&gt;
Religion Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Repair Items (trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Rescue (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Research (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Ritual Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Roofing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Rope Use (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Rope Walking (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Rowing (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Ruin Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Rune Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Rune Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Sabotage Tactics (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Sail Making (trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Sales &amp;amp; Barter (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Scaling (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Scribing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Scrounge Object (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Sea Navigation (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Seduction (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Self-Control (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Servant Duty (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Setting Traps (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Ship Handling (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Ship Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Siege Tactics (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Siege Warfare (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Sign Language (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Attack (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Movement (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Silver Smithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Singing (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Skating (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Skiing (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Skinning (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Skirmish Tactics (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Sleight of Hand (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Social Interaction (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Specialized Wood Design (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Speed Reading (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Speleology (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Spell Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Spinning Attack (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Spirit World Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Spirit World Knowledge (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Sports Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Sports &amp;amp; Athletics (Trade)&lt;br /&gt;
Sprinting (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Stealing (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Stilt Walking (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Carving (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Masoning (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Pottery Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Quarrying (trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Stream Fishing (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Street Culture (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Style (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Subdue (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Subterfuge (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Surfing (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Surgery (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Surveillance (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Survival, Wilderness (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Swimming (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Symbol Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Tailoring (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Tale Telling (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Taxidermy (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Thanatology (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Theology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Thermodynamics (Tech) &amp;lt;br&amp;gt;&lt;br /&gt;
Thespianism (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Thread Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Throw or Hurl (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Tin Smithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Tool Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Torture (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Toxicology (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Tracking (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Trade (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Trade Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Trapping (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Trapping Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Tree Cutting (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Trigonometry (Trade)&amp;lt;br&amp;gt;&lt;br /&gt;
Tumbling (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Two Weapon Attack (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Undead Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Underearth Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Underground Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Underwater Diving (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Vessel Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Veterinary Medicine (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Water Finding (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Brutality (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Finesse (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Smithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Weather Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Weather Watching (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Weaving (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Weaving (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Weightlifting (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Wheel Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Wicker Work (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Wine Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Wood Building Construction (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Wood Carving (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Wrestling (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Zoology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=Skill_Reference_List&amp;diff=2246</id>
		<title>Skill Reference List</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Skill_Reference_List&amp;diff=2246"/>
		<updated>2026-09-19T09:13:17Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;column-count: 3;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Acrobatics (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Advanced Healing (Trad) &amp;lt;br&amp;gt;&lt;br /&gt;
Alchemy (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Alertness (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Ambidexterity (Spec) &amp;lt;br&amp;gt; &lt;br /&gt;
Ambush Skill (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Angel Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Care (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Charms (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Lore (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Riding (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Training (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Anthropology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Appraising (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Archaeology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Architecture (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Area Knowledge (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Armor Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Armorer (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Arrow Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Art History (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Artifact Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Astrology (Mag) &amp;lt;br&amp;gt;&lt;br /&gt;
Astronomy (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Attack Brutality (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Balance (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Basic Healing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Battle Tactics (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Beer Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Begging (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Berserking (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Biology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Blacksmithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Blind Fighting (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Block Hand to Hand (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Block Weapon (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Boat Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Boating (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Book Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Book Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Book Writing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Botany (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Bow Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Boxing (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Breath Control (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Brewing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Brick Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Brickwork (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Bronze Working (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Brutal Strike (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Build Machine (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Bureaucracy (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Business (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Business Handling (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Cabinet Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Camouflage (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Candle Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Castle Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Cat Napping (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Ceramics (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Charisma (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Chemistry (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Chemistry (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Child Care (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
City Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
City Secrets (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Class Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Clay Pottery Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Climbing (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Comedian Skill (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Command (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Concentrated Blow (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Contact Making (perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Contortions (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Cook Profession (Prof) &amp;lt;br&amp;gt;&lt;br /&gt;
Cooking (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Copper Smithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Country Secrets (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Courier (Prof) &amp;lt;br&amp;gt;&lt;br /&gt;
Creative Writing (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Creature Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Crime Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Criminology (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Cryptography (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Culture Language (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Culture Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Dancing (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Debate (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Deception (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Demon Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Demonology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Devil Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Devilology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Direction Orientation (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Disarming (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Disease Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Disease Knowledge (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Disguise (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Distant Signal Code (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Distilling (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Dodging (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Drafting (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Dragon Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Drafting (Trade)&lt;br /&gt;
Drawing (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Drive Cart (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Dweomercraft (Mag) &amp;lt;br&amp;gt;&lt;br /&gt;
Dye Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Dyeing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Ecology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Economics (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Embalming (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Embezzling (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Embroidery (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Empathy (Mag) &amp;lt;br&amp;gt;&lt;br /&gt;
Enameling (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Endurance (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Engineering (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Equipment Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Escape Skills (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Espionage (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Etiquette (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Exotic Armoring (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Exotic Weapon Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Faerie Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Fast Talk (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Fast Working (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Fencing Goods (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Fight Multiple Foes (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Finance (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Finesse Strike (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Fire Control (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Fire Eating (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Fire Fighting (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Firearms (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Firearms (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Fish Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Fly Beast (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Foraging (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Forensics (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Forge Document (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Forge Item (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Fortune Telling (Mag) &amp;lt;br&amp;gt;&lt;br /&gt;
Foundry Work (Trade)&amp;lt;br&amp;gt;&lt;br /&gt;
Funerary Rites (Mag) &amp;lt;br&amp;gt;&lt;br /&gt;
Fungus Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Gambling (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Gaming (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Gem Cutting (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Gemology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Genealogy (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Geography (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Geology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Geometry (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Glass Blowing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Gliding (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Gold Smithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Golem Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Grappling (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Guide (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Guile (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Hair Design (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Hand Signal (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Health (Know) &amp;lt;br&amp;gt; &lt;br /&gt;
Heraldry (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Herbalism (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Herding (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Movement (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Hiding (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
High Society Culture (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
History (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Horde Fighting (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Horticulture (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Household Care (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Hunting (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Hurled Weapons (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Ignore Pain (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Illness Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Information Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Instruction (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Interrogation (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Intrigue (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Investigation (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Iron Smithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Jewelry Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Joking (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Journalism (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Jousting (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Juggling (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Jumping (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Knitting (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Lake Fishing (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Land Navigation (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Law (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Law (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Leatherwork (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Legend Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Leisure Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Line Fighting (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Linguistics (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Liquor Tolerance (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Listening (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Literate (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Literature (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Lock Knowledge (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Locksmithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Logic (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Long Distance Marching (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Long Distance Running (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Lyrics (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Machine Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Machine Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Magic Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Magic Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Making Traps (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Management (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Map Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Map Reading (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Marching (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Marine Biology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Martial Throws (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Masonry (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Masonry Building Construct. (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Massage (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Mathematics (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Mathematics, Advanced (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Mech-Golem Use (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Medicine (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Medicine (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Melee (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Merchandising (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Metal Etching (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Metal Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Metallurgy (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Metaphysics (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Meteorology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Military Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Military Science (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Milling (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Mimery (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Mimicry (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Mingling (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Mining (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Missile Deflection (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Missile Weapons (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Monster Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Musical Composition (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Naval Tactics (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Negotiation (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Net Fishing (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Net Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Netherworld Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Netherworld Knowledge (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Observation (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Occult (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Ocean/Sea Fishing (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Oratory (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Paint Making (trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Paint Objects (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Paleontology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Pantheology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Paper Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Pewter Work (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Philosophy (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Physics (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Planar Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Planar Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Plant Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Plant Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Poetry (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Poison Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Poison Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Poison Use (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Pole Vaulting (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Political Science (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Politics (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Potion Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Printing-Copying (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Profession Language (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Property Sale (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Psychoanalysis (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Psychology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Quickdraw (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Quilting (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Race Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Raise Young (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Rappelling (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Read Blind (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Read Runes (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Read Tracks (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Reading Lips (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Region Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Region Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Religion Lore (Lore)&lt;br /&gt;
Religion Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Repair Items (trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Rescue (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Research (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Ritual Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Roofing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Rope Use (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Rope Walking (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Rowing (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Ruin Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Rune Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Rune Study (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Sabotage Tactics (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Sail Making (trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Sales &amp;amp; Barter (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Scaling (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Scribing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Scrounge Object (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Sea Navigation (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Seduction (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Self-Control (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Servant Duty (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Setting Traps (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Ship Handling (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Ship Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Siege Tactics (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Siege Warfare (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Sign Language (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Attack (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Movement (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Silver Smithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Singing (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Skating (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Skiing (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Skinning (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Skirmish Tactics (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Sleight of Hand (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Social Interaction (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Specialized Wood Design (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Speed Reading (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Speleology (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Spell Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Spinning Attack (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Spirit World Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Spirit World Knowledge (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Sports Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Sports &amp;amp; Athletics (Trade)&lt;br /&gt;
Sprinting (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Stealing (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Stilt Walking (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Carving (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Masoning (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Pottery Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Quarrying (trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Stream Fishing (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Street Culture (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Style (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Subdue (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Subterfuge (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Surfing (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Surgery (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Surveillance (Rog) &amp;lt;br&amp;gt;&lt;br /&gt;
Survival, Wilderness (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Swimming (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Symbol Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Tailoring (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Tale Telling (Comm) &amp;lt;br&amp;gt;&lt;br /&gt;
Taxidermy (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Thanatology (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Theology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
Thespianism (Perf) &amp;lt;br&amp;gt;&lt;br /&gt;
Thread Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Throw or Hurl (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Tin Smithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Tool Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Torture (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Toxicology (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Tracking (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Trade (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Trade Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Trapping (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Trapping Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Tree Cutting (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Trigonometry (Trade)&amp;lt;br&amp;gt;&lt;br /&gt;
Tumbling (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Two Weapon Attack (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Undead Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Underearth Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Underground Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Underwater Diving (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Vessel Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Veterinary Medicine (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Water Finding (Nat) &amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Brutality (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Finesse (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Smithing (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Weather Lore (Lore) &amp;lt;br&amp;gt;&lt;br /&gt;
Weather Watching (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Weaving (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Weaving (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Weightlifting (Phys) &amp;lt;br&amp;gt;&lt;br /&gt;
Wheel Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Wicker Work (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Wine Making (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Wood Building Construction (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Wood Carving (Trade) &amp;lt;br&amp;gt;&lt;br /&gt;
Wrestling (Spec) &amp;lt;br&amp;gt;&lt;br /&gt;
Zoology (Know) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=Skill_Reference_List&amp;diff=2245</id>
		<title>Skill Reference List</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Skill_Reference_List&amp;diff=2245"/>
		<updated>2026-09-19T06:59:26Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: Created page with &amp;quot;&amp;lt;div style=&amp;quot;column-count: 3;&amp;quot;&amp;gt;  Acrobatics &amp;lt;br&amp;gt; Advanced Healing &amp;lt;br&amp;gt; Alchemy &amp;lt;br&amp;gt; Alertness &amp;lt;br&amp;gt; Ambidexterity &amp;lt;br&amp;gt; Ambush Skill &amp;lt;br&amp;gt; Angel Lore &amp;lt;br&amp;gt; Animal Care &amp;lt;br&amp;gt; Animal Charms &amp;lt;br&amp;gt; Animal Lore &amp;lt;br&amp;gt; Animal Riding &amp;lt;br&amp;gt; Animal Training &amp;lt;br&amp;gt; Anthropology &amp;lt;br&amp;gt; Appraisal &amp;lt;br&amp;gt; Appraising &amp;lt;br&amp;gt; Archaeology &amp;lt;br&amp;gt; Architecture &amp;lt;br&amp;gt; Area Knowledge &amp;lt;br&amp;gt; Armor Lore &amp;lt;br&amp;gt; Armorer &amp;lt;br&amp;gt; Arrow Making &amp;lt;br&amp;gt; Art History &amp;lt;br&amp;gt; Artifact Lore &amp;lt;br&amp;gt; Astrology &amp;lt;br&amp;gt; Astronomy &amp;lt;br&amp;gt; Balance &amp;lt;br&amp;gt; B...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;column-count: 3;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Acrobatics &amp;lt;br&amp;gt;&lt;br /&gt;
Advanced Healing &amp;lt;br&amp;gt;&lt;br /&gt;
Alchemy &amp;lt;br&amp;gt;&lt;br /&gt;
Alertness &amp;lt;br&amp;gt;&lt;br /&gt;
Ambidexterity &amp;lt;br&amp;gt;&lt;br /&gt;
Ambush Skill &amp;lt;br&amp;gt;&lt;br /&gt;
Angel Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Care &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Charms &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Riding &amp;lt;br&amp;gt;&lt;br /&gt;
Animal Training &amp;lt;br&amp;gt;&lt;br /&gt;
Anthropology &amp;lt;br&amp;gt;&lt;br /&gt;
Appraisal &amp;lt;br&amp;gt;&lt;br /&gt;
Appraising &amp;lt;br&amp;gt;&lt;br /&gt;
Archaeology &amp;lt;br&amp;gt;&lt;br /&gt;
Architecture &amp;lt;br&amp;gt;&lt;br /&gt;
Area Knowledge &amp;lt;br&amp;gt;&lt;br /&gt;
Armor Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Armorer &amp;lt;br&amp;gt;&lt;br /&gt;
Arrow Making &amp;lt;br&amp;gt;&lt;br /&gt;
Art History &amp;lt;br&amp;gt;&lt;br /&gt;
Artifact Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Astrology &amp;lt;br&amp;gt;&lt;br /&gt;
Astronomy &amp;lt;br&amp;gt;&lt;br /&gt;
Balance &amp;lt;br&amp;gt;&lt;br /&gt;
Basic Healing &amp;lt;br&amp;gt;&lt;br /&gt;
Battle Tactics &amp;lt;br&amp;gt;&lt;br /&gt;
Beer Making &amp;lt;br&amp;gt;&lt;br /&gt;
Begging &amp;lt;br&amp;gt;&lt;br /&gt;
Berserking &amp;lt;br&amp;gt;&lt;br /&gt;
Biology &amp;lt;br&amp;gt;&lt;br /&gt;
Blacksmithing &amp;lt;br&amp;gt;&lt;br /&gt;
Blind Fighting &amp;lt;br&amp;gt;&lt;br /&gt;
Block Hand to Hand &amp;lt;br&amp;gt;&lt;br /&gt;
Block Weapon &amp;lt;br&amp;gt;&lt;br /&gt;
Boat Making &amp;lt;br&amp;gt;&lt;br /&gt;
Boating &amp;lt;br&amp;gt;&lt;br /&gt;
Book Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Book Making &amp;lt;br&amp;gt;&lt;br /&gt;
Book Writing &amp;lt;br&amp;gt;&lt;br /&gt;
Botany &amp;lt;br&amp;gt;&lt;br /&gt;
Bow Making &amp;lt;br&amp;gt;&lt;br /&gt;
Boxing &amp;lt;br&amp;gt;&lt;br /&gt;
Breath Control &amp;lt;br&amp;gt;&lt;br /&gt;
Brewing &amp;lt;br&amp;gt;&lt;br /&gt;
Brick Making &amp;lt;br&amp;gt;&lt;br /&gt;
Brickwork &amp;lt;br&amp;gt;&lt;br /&gt;
Bronze Working &amp;lt;br&amp;gt;&lt;br /&gt;
Brutal Strike &amp;lt;br&amp;gt;&lt;br /&gt;
Build Machine &amp;lt;br&amp;gt;&lt;br /&gt;
Bureaucracy &amp;lt;br&amp;gt;&lt;br /&gt;
Business &amp;lt;br&amp;gt;&lt;br /&gt;
Business Handling &amp;lt;br&amp;gt;&lt;br /&gt;
Cabinet Making &amp;lt;br&amp;gt;&lt;br /&gt;
Camouflage &amp;lt;br&amp;gt;&lt;br /&gt;
Candle Making &amp;lt;br&amp;gt;&lt;br /&gt;
Castle Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Cat Napping &amp;lt;br&amp;gt;&lt;br /&gt;
Ceramics &amp;lt;br&amp;gt;&lt;br /&gt;
Charisma &amp;lt;br&amp;gt;&lt;br /&gt;
Chemistry &amp;lt;br&amp;gt;&lt;br /&gt;
Child Care &amp;lt;br&amp;gt;&lt;br /&gt;
City Lore &amp;lt;br&amp;gt;&lt;br /&gt;
City Secrets &amp;lt;br&amp;gt;&lt;br /&gt;
Class Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Clay Pottery Making &amp;lt;br&amp;gt;&lt;br /&gt;
Climbing &amp;lt;br&amp;gt;&lt;br /&gt;
Comedian Skill &amp;lt;br&amp;gt;&lt;br /&gt;
Command &amp;lt;br&amp;gt;&lt;br /&gt;
Concentrated Blow &amp;lt;br&amp;gt;&lt;br /&gt;
Contact Making &amp;lt;br&amp;gt;&lt;br /&gt;
Contortions &amp;lt;br&amp;gt;&lt;br /&gt;
Cook Profession &amp;lt;br&amp;gt;&lt;br /&gt;
Cooking &amp;lt;br&amp;gt;&lt;br /&gt;
Copper Smithing &amp;lt;br&amp;gt;&lt;br /&gt;
Country Secrets &amp;lt;br&amp;gt;&lt;br /&gt;
Courier &amp;lt;br&amp;gt;&lt;br /&gt;
Creative Writing &amp;lt;br&amp;gt;&lt;br /&gt;
Creature Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Crime Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Criminology &amp;lt;br&amp;gt;&lt;br /&gt;
Cryptography &amp;lt;br&amp;gt;&lt;br /&gt;
Culture Language &amp;lt;br&amp;gt;&lt;br /&gt;
Culture Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Dancing &amp;lt;br&amp;gt;&lt;br /&gt;
Debate &amp;lt;br&amp;gt;&lt;br /&gt;
Deception &amp;lt;br&amp;gt;&lt;br /&gt;
Demonology &amp;lt;br&amp;gt;&lt;br /&gt;
Devil Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Direction Orientation &amp;lt;br&amp;gt;&lt;br /&gt;
Disarming &amp;lt;br&amp;gt;&lt;br /&gt;
Disease Study &amp;lt;br&amp;gt;&lt;br /&gt;
Disguise &amp;lt;br&amp;gt;&lt;br /&gt;
Distant Signal Code &amp;lt;br&amp;gt;&lt;br /&gt;
Distilling &amp;lt;br&amp;gt;&lt;br /&gt;
Dodging &amp;lt;br&amp;gt;&lt;br /&gt;
Drafting &amp;lt;br&amp;gt;&lt;br /&gt;
Dragon Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Drawing &amp;lt;br&amp;gt;&lt;br /&gt;
Drive Cart &amp;lt;br&amp;gt;&lt;br /&gt;
Dweomercraft &amp;lt;br&amp;gt;&lt;br /&gt;
Dye Making &amp;lt;br&amp;gt;&lt;br /&gt;
Dyeing &amp;lt;br&amp;gt;&lt;br /&gt;
Ecology &amp;lt;br&amp;gt;&lt;br /&gt;
Economics &amp;lt;br&amp;gt;&lt;br /&gt;
Embalming &amp;lt;br&amp;gt;&lt;br /&gt;
Embezzling &amp;lt;br&amp;gt;&lt;br /&gt;
Embroidery &amp;lt;br&amp;gt;&lt;br /&gt;
Empathy &amp;lt;br&amp;gt;&lt;br /&gt;
Enameling &amp;lt;br&amp;gt;&lt;br /&gt;
Endurance &amp;lt;br&amp;gt;&lt;br /&gt;
Engineering &amp;lt;br&amp;gt;&lt;br /&gt;
Equipment Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Escape Skills &amp;lt;br&amp;gt;&lt;br /&gt;
Espionage &amp;lt;br&amp;gt;&lt;br /&gt;
Etiquette &amp;lt;br&amp;gt;&lt;br /&gt;
Exotic Armoring &amp;lt;br&amp;gt;&lt;br /&gt;
Exotic Weapon Making &amp;lt;br&amp;gt;&lt;br /&gt;
Faerie Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Fast Talk &amp;lt;br&amp;gt;&lt;br /&gt;
Fast Working &amp;lt;br&amp;gt;&lt;br /&gt;
Fencing Goods &amp;lt;br&amp;gt;&lt;br /&gt;
Fight Multiple Foes &amp;lt;br&amp;gt;&lt;br /&gt;
Finance &amp;lt;br&amp;gt;&lt;br /&gt;
Finesse Strike &amp;lt;br&amp;gt;&lt;br /&gt;
Fire Control &amp;lt;br&amp;gt;&lt;br /&gt;
Fire Eating &amp;lt;br&amp;gt;&lt;br /&gt;
Fire Fighting &amp;lt;br&amp;gt;&lt;br /&gt;
Firearms &amp;lt;br&amp;gt;&lt;br /&gt;
Fish Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Fly Beast &amp;lt;br&amp;gt;&lt;br /&gt;
Foraging &amp;lt;br&amp;gt;&lt;br /&gt;
Forensics &amp;lt;br&amp;gt;&lt;br /&gt;
Forge Document &amp;lt;br&amp;gt;&lt;br /&gt;
Forge Item &amp;lt;br&amp;gt;&lt;br /&gt;
Fortune Telling &amp;lt;br&amp;gt;&lt;br /&gt;
Foundry Work &amp;lt;br&amp;gt;&lt;br /&gt;
Funerary Rites &amp;lt;br&amp;gt;&lt;br /&gt;
Fungus Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Gambling &amp;lt;br&amp;gt;&lt;br /&gt;
Gaming &amp;lt;br&amp;gt;&lt;br /&gt;
Gem Cutting &amp;lt;br&amp;gt;&lt;br /&gt;
Gemology &amp;lt;br&amp;gt;&lt;br /&gt;
Genealogy &amp;lt;br&amp;gt;&lt;br /&gt;
Geography &amp;lt;br&amp;gt;&lt;br /&gt;
Geology &amp;lt;br&amp;gt;&lt;br /&gt;
Geometry &amp;lt;br&amp;gt;&lt;br /&gt;
Glass Blowing &amp;lt;br&amp;gt;&lt;br /&gt;
Gliding &amp;lt;br&amp;gt;&lt;br /&gt;
Gold Smithing &amp;lt;br&amp;gt;&lt;br /&gt;
Golem Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Grappling &amp;lt;br&amp;gt;&lt;br /&gt;
Guide &amp;lt;br&amp;gt;&lt;br /&gt;
Guile &amp;lt;br&amp;gt;&lt;br /&gt;
Hair Design &amp;lt;br&amp;gt;&lt;br /&gt;
Hand Signal &amp;lt;br&amp;gt;&lt;br /&gt;
Health &amp;lt;br&amp;gt;&lt;br /&gt;
Heraldry &amp;lt;br&amp;gt;&lt;br /&gt;
Herbalism &amp;lt;br&amp;gt;&lt;br /&gt;
Herding &amp;lt;br&amp;gt;&lt;br /&gt;
Hidden Movement &amp;lt;br&amp;gt;&lt;br /&gt;
Hiding &amp;lt;br&amp;gt;&lt;br /&gt;
High Society Culture &amp;lt;br&amp;gt;&lt;br /&gt;
History &amp;lt;br&amp;gt;&lt;br /&gt;
Horde Fighting &amp;lt;br&amp;gt;&lt;br /&gt;
Horticulture &amp;lt;br&amp;gt;&lt;br /&gt;
Household Care &amp;lt;br&amp;gt;&lt;br /&gt;
Hunting &amp;lt;br&amp;gt;&lt;br /&gt;
Hurled Weapons &amp;lt;br&amp;gt;&lt;br /&gt;
Ignore Pain &amp;lt;br&amp;gt;&lt;br /&gt;
Illness Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Information Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Instruction &amp;lt;br&amp;gt;&lt;br /&gt;
Interrogation &amp;lt;br&amp;gt;&lt;br /&gt;
Intimidation &amp;lt;br&amp;gt;&lt;br /&gt;
Intrigue &amp;lt;br&amp;gt;&lt;br /&gt;
Investigation &amp;lt;br&amp;gt;&lt;br /&gt;
Iron Smithing &amp;lt;br&amp;gt;&lt;br /&gt;
Jewelry Making &amp;lt;br&amp;gt;&lt;br /&gt;
Joking &amp;lt;br&amp;gt;&lt;br /&gt;
Journalism &amp;lt;br&amp;gt;&lt;br /&gt;
Jousting &amp;lt;br&amp;gt;&lt;br /&gt;
Juggling &amp;lt;br&amp;gt;&lt;br /&gt;
Jumping &amp;lt;br&amp;gt;&lt;br /&gt;
Knitting &amp;lt;br&amp;gt;&lt;br /&gt;
Lake Fishing &amp;lt;br&amp;gt;&lt;br /&gt;
Law &amp;lt;br&amp;gt;&lt;br /&gt;
Leatherwork &amp;lt;br&amp;gt;&lt;br /&gt;
Legend Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Leisure Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Line Fighting &amp;lt;br&amp;gt;&lt;br /&gt;
Linguistics &amp;lt;br&amp;gt;&lt;br /&gt;
Liquor Tolerance &amp;lt;br&amp;gt;&lt;br /&gt;
Listening &amp;lt;br&amp;gt;&lt;br /&gt;
Literate &amp;lt;br&amp;gt;&lt;br /&gt;
Literature &amp;lt;br&amp;gt;&lt;br /&gt;
Lock Knowledge &amp;lt;br&amp;gt;&lt;br /&gt;
Locksmithing &amp;lt;br&amp;gt;&lt;br /&gt;
Logic &amp;lt;br&amp;gt;&lt;br /&gt;
Long Distance Marching &amp;lt;br&amp;gt;&lt;br /&gt;
Long Distance Running &amp;lt;br&amp;gt;&lt;br /&gt;
Lyrics &amp;lt;br&amp;gt;&lt;br /&gt;
Machine Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Machine Study &amp;lt;br&amp;gt;&lt;br /&gt;
Magic Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Magic Study &amp;lt;br&amp;gt;&lt;br /&gt;
Making Traps &amp;lt;br&amp;gt;&lt;br /&gt;
Management &amp;lt;br&amp;gt;&lt;br /&gt;
Map Making &amp;lt;br&amp;gt;&lt;br /&gt;
Map Reading &amp;lt;br&amp;gt;&lt;br /&gt;
Marching &amp;lt;br&amp;gt;&lt;br /&gt;
Marine Biology &amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts &amp;lt;br&amp;gt;&lt;br /&gt;
Martial Throws &amp;lt;br&amp;gt;&lt;br /&gt;
Masonry &amp;lt;br&amp;gt;&lt;br /&gt;
Masonry Building Construct. &amp;lt;br&amp;gt;&lt;br /&gt;
Massage &amp;lt;br&amp;gt;&lt;br /&gt;
Mathematics &amp;lt;br&amp;gt;&lt;br /&gt;
Mathematics, Advanced &amp;lt;br&amp;gt;&lt;br /&gt;
Mech-Golem Use &amp;lt;br&amp;gt;&lt;br /&gt;
Medicine &amp;lt;br&amp;gt;&lt;br /&gt;
Medicine &amp;lt;br&amp;gt;&lt;br /&gt;
Melee &amp;lt;br&amp;gt;&lt;br /&gt;
Merchandising &amp;lt;br&amp;gt;&lt;br /&gt;
Metal Etching &amp;lt;br&amp;gt;&lt;br /&gt;
Metal Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Metallurgy &amp;lt;br&amp;gt;&lt;br /&gt;
Metaphysics &amp;lt;br&amp;gt;&lt;br /&gt;
Meteorology &amp;lt;br&amp;gt;&lt;br /&gt;
Military Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Military Science &amp;lt;br&amp;gt;&lt;br /&gt;
Milling &amp;lt;br&amp;gt;&lt;br /&gt;
Mimery &amp;lt;br&amp;gt;&lt;br /&gt;
Mimicry &amp;lt;br&amp;gt;&lt;br /&gt;
Mingling &amp;lt;br&amp;gt;&lt;br /&gt;
Mining &amp;lt;br&amp;gt;&lt;br /&gt;
Missile Deflection &amp;lt;br&amp;gt;&lt;br /&gt;
Missile Weapons &amp;lt;br&amp;gt;&lt;br /&gt;
Monster Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Musical Composition &amp;lt;br&amp;gt;&lt;br /&gt;
Naval Tactics &amp;lt;br&amp;gt;&lt;br /&gt;
Negotiation &amp;lt;br&amp;gt;&lt;br /&gt;
Net Fishing &amp;lt;br&amp;gt;&lt;br /&gt;
Net Making &amp;lt;br&amp;gt;&lt;br /&gt;
Netherworld Knowledge &amp;lt;br&amp;gt;&lt;br /&gt;
Observation &amp;lt;br&amp;gt;&lt;br /&gt;
Occult &amp;lt;br&amp;gt;&lt;br /&gt;
Ocean/Sea Fishing &amp;lt;br&amp;gt;&lt;br /&gt;
Oratory &amp;lt;br&amp;gt;&lt;br /&gt;
Oriented Movement &amp;lt;br&amp;gt;&lt;br /&gt;
Paint Making &amp;lt;br&amp;gt;&lt;br /&gt;
Paint Objects &amp;lt;br&amp;gt;&lt;br /&gt;
Paleontology &amp;lt;br&amp;gt;&lt;br /&gt;
Pantheology &amp;lt;br&amp;gt;&lt;br /&gt;
Paper Making &amp;lt;br&amp;gt;&lt;br /&gt;
Pewter Work &amp;lt;br&amp;gt;&lt;br /&gt;
Philosophy &amp;lt;br&amp;gt;&lt;br /&gt;
Physics &amp;lt;br&amp;gt;&lt;br /&gt;
Planar Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Planar Study &amp;lt;br&amp;gt;&lt;br /&gt;
Plant Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Poetry &amp;lt;br&amp;gt;&lt;br /&gt;
Poison Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Poison Use &amp;lt;br&amp;gt;&lt;br /&gt;
Pole Vaulting &amp;lt;br&amp;gt;&lt;br /&gt;
Political Science &amp;lt;br&amp;gt;&lt;br /&gt;
Politics &amp;lt;br&amp;gt;&lt;br /&gt;
Potion Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Printing-Copying &amp;lt;br&amp;gt;&lt;br /&gt;
Profession Language &amp;lt;br&amp;gt;&lt;br /&gt;
Property Sale &amp;lt;br&amp;gt;&lt;br /&gt;
Psychoanalysis &amp;lt;br&amp;gt;&lt;br /&gt;
Psychology &amp;lt;br&amp;gt;&lt;br /&gt;
Quickdraw &amp;lt;br&amp;gt;&lt;br /&gt;
Quilting &amp;lt;br&amp;gt;&lt;br /&gt;
Racial Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Raise Young &amp;lt;br&amp;gt;&lt;br /&gt;
Rappelling &amp;lt;br&amp;gt;&lt;br /&gt;
Read Blind &amp;lt;br&amp;gt;&lt;br /&gt;
Read Runes &amp;lt;br&amp;gt;&lt;br /&gt;
Read Tracks &amp;lt;br&amp;gt;&lt;br /&gt;
Reading Lips &amp;lt;br&amp;gt;&lt;br /&gt;
Region Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Region Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Religion &amp;lt;br&amp;gt;&lt;br /&gt;
Repair Items &amp;lt;br&amp;gt;&lt;br /&gt;
Rescue &amp;lt;br&amp;gt;&lt;br /&gt;
Research &amp;lt;br&amp;gt;&lt;br /&gt;
Ritual Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Roofing &amp;lt;br&amp;gt;&lt;br /&gt;
Rope Use &amp;lt;br&amp;gt;&lt;br /&gt;
Rope Walking &amp;lt;br&amp;gt;&lt;br /&gt;
Rowing &amp;lt;br&amp;gt;&lt;br /&gt;
Ruin Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Rune Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Rune Study &amp;lt;br&amp;gt;&lt;br /&gt;
Sabotage Tactics &amp;lt;br&amp;gt;&lt;br /&gt;
Sail Making &amp;lt;br&amp;gt;&lt;br /&gt;
Sales &amp;amp; Barter &amp;lt;br&amp;gt;&lt;br /&gt;
Scaling &amp;lt;br&amp;gt;&lt;br /&gt;
Scribing &amp;lt;br&amp;gt;&lt;br /&gt;
Scrounge Object &amp;lt;br&amp;gt;&lt;br /&gt;
Seduction &amp;lt;br&amp;gt;&lt;br /&gt;
Self-Control &amp;lt;br&amp;gt;&lt;br /&gt;
Servant Duty &amp;lt;br&amp;gt;&lt;br /&gt;
Setting Traps &amp;lt;br&amp;gt;&lt;br /&gt;
Ship Handling &amp;lt;br&amp;gt;&lt;br /&gt;
Ship Making &amp;lt;br&amp;gt;&lt;br /&gt;
Siege Tactics &amp;lt;br&amp;gt;&lt;br /&gt;
Sign Language &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Attack &amp;lt;br&amp;gt;&lt;br /&gt;
Silent Movement &amp;lt;br&amp;gt;&lt;br /&gt;
Silver Smithing &amp;lt;br&amp;gt;&lt;br /&gt;
Singing &amp;lt;br&amp;gt;&lt;br /&gt;
Skating &amp;lt;br&amp;gt;&lt;br /&gt;
Skiing &amp;lt;br&amp;gt;&lt;br /&gt;
Skinning &amp;lt;br&amp;gt;&lt;br /&gt;
Skirmish Tactics &amp;lt;br&amp;gt;&lt;br /&gt;
Sleight of Hand &amp;lt;br&amp;gt;&lt;br /&gt;
Social Interaction &amp;lt;br&amp;gt;&lt;br /&gt;
Specialized Wood Design &amp;lt;br&amp;gt;&lt;br /&gt;
Speed Reading &amp;lt;br&amp;gt;&lt;br /&gt;
Speleology &amp;lt;br&amp;gt;&lt;br /&gt;
Spell Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Spinning Attack &amp;lt;br&amp;gt;&lt;br /&gt;
Spirit World Knowledge &amp;lt;br&amp;gt;&lt;br /&gt;
Sports &amp;lt;br&amp;gt;&lt;br /&gt;
Sprinting &amp;lt;br&amp;gt;&lt;br /&gt;
Stealing &amp;lt;br&amp;gt;&lt;br /&gt;
Stilt Walking &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Carving &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Masoning &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Pottery Making &amp;lt;br&amp;gt;&lt;br /&gt;
Stone Quarrying &amp;lt;br&amp;gt;&lt;br /&gt;
Stream Fishing &amp;lt;br&amp;gt;&lt;br /&gt;
Street Culture &amp;lt;br&amp;gt;&lt;br /&gt;
Style &amp;lt;br&amp;gt;&lt;br /&gt;
Subdue &amp;lt;br&amp;gt;&lt;br /&gt;
Subterfuge &amp;lt;br&amp;gt;&lt;br /&gt;
Surfing &amp;lt;br&amp;gt;&lt;br /&gt;
Surgery &amp;lt;br&amp;gt;&lt;br /&gt;
Surveillance &amp;lt;br&amp;gt;&lt;br /&gt;
Survival, Wilderness &amp;lt;br&amp;gt;&lt;br /&gt;
Swimming &amp;lt;br&amp;gt;&lt;br /&gt;
Symbol Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Tailoring &amp;lt;br&amp;gt;&lt;br /&gt;
Tale Telling &amp;lt;br&amp;gt;&lt;br /&gt;
Taxidermy &amp;lt;br&amp;gt;&lt;br /&gt;
Thanatology &amp;lt;br&amp;gt;&lt;br /&gt;
Theology &amp;lt;br&amp;gt;&lt;br /&gt;
Thespianism &amp;lt;br&amp;gt;&lt;br /&gt;
Thread Making &amp;lt;br&amp;gt;&lt;br /&gt;
Throw or Hurl &amp;lt;br&amp;gt;&lt;br /&gt;
Tin Smithing &amp;lt;br&amp;gt;&lt;br /&gt;
Tool Making &amp;lt;br&amp;gt;&lt;br /&gt;
Torture &amp;lt;br&amp;gt;&lt;br /&gt;
Toxicology &amp;lt;br&amp;gt;&lt;br /&gt;
Tracking &amp;lt;br&amp;gt;&lt;br /&gt;
Trade &amp;lt;br&amp;gt;&lt;br /&gt;
Trade Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Trapping &amp;lt;br&amp;gt;&lt;br /&gt;
Trapping Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Tree Cutting &amp;lt;br&amp;gt;&lt;br /&gt;
Trigonometry &amp;lt;br&amp;gt;&lt;br /&gt;
Tumbling &amp;lt;br&amp;gt;&lt;br /&gt;
Two Weapon Attack &amp;lt;br&amp;gt;&lt;br /&gt;
Undead Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Underearth Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Underground Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Underwater Diving &amp;lt;br&amp;gt;&lt;br /&gt;
Vessel Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Veterinary Medicine &amp;lt;br&amp;gt;&lt;br /&gt;
Water Finding &amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Brutality &amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Finesse &amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Weapon Smithing &amp;lt;br&amp;gt;&lt;br /&gt;
Weather Lore &amp;lt;br&amp;gt;&lt;br /&gt;
Weather Watching &amp;lt;br&amp;gt;&lt;br /&gt;
Weaving &amp;lt;br&amp;gt;&lt;br /&gt;
Weaving &amp;lt;br&amp;gt;&lt;br /&gt;
Weightlifting &amp;lt;br&amp;gt;&lt;br /&gt;
Wheel Making &amp;lt;br&amp;gt;&lt;br /&gt;
Wicker Work &amp;lt;br&amp;gt;&lt;br /&gt;
Wine Making &amp;lt;br&amp;gt;&lt;br /&gt;
Wood Building Construction &amp;lt;br&amp;gt;&lt;br /&gt;
Wood Carving &amp;lt;br&amp;gt;&lt;br /&gt;
Wrestling &amp;lt;br&amp;gt;&lt;br /&gt;
Zoology &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=Skills&amp;diff=2244</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Skills&amp;diff=2244"/>
		<updated>2026-09-13T09:52:47Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;SKILLS AT CREATION&amp;#039;&amp;#039;&amp;#039;  In Storm &amp;amp; Steel, characters will receive many kinds of skills based on their classes, race, occupations, heritage, culture, background, and the general imagination of the player. This step is done after the player selects the character&amp;#039;s race, class, and any occupations that the character engages in.  The Game Master and the player walk through a condensed list of skills found on their character&amp;#039;s skill sheet and record whichever skills are dee...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SKILLS AT CREATION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Storm &amp;amp; Steel, characters will receive many kinds of skills based on their classes, race, occupations, heritage, culture, background, and the general imagination of the player. This step is done after the player selects the character&#039;s race, class, and any occupations that the character engages in.  The Game Master and the player walk through a condensed list of skills found on their character&#039;s skill sheet and record whichever skills are deemed appropriate for the character. Classes award skills as part of the class, as do some races and cultures, and should be considered. While there are Skill Points in Storm &amp;amp; Steel, by default, any Game Master assigned skills typically have no cost. However, any skills that a player desires - that the Game Master deems not to be in reasonable alignment with their class, race, occupation, culture, background, etc., are not free and must be purchased with available Skill Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKILLS THAT ARE LIMITED OR NOT FREE OR DO NOT EXIST&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LIMITING: There may be some skills that a Game Master may limit or even disallow for the character altogether. While certain skills might be certainly be appropriate for a particular class, the Game Master may rule that the character will receive a skill at no cost once they attain a certain level - or if they want it sooner, they must buy the skill with Skill Points. Additionally, for some campaigns, a Game Master may require that an appropriate Non-Player Character or Player Character must be found to train another in a new skill before it can be awarded, whether or not the skill is free.&lt;br /&gt;
&lt;br /&gt;
NON-FREE SKILLS AND EXCEPTIONS:  If, for example, a player wishes to have Hiding as a free skill for their Knight character, the Game Master may rule that Hiding must be purchased since it typically may not fit the usual skills learned by squires during training to become a knight. A player could try to persuade the Game Master into awarding Hiding at no cost for that character if they have a good character background concept that might warrant the skill. A Knight, who during their training, was squired to a knight of the Dark Empire who regularly sent their squires to assassinate or spy on his adversary&#039;s minions could warrant the gifting of the Hiding skill if the Game Master sinks their teeth into the concept. Sometimes, the Game Master might go with &amp;quot;rule of cool&amp;quot; for character concepts that fit nicely into a concept or campaign.&lt;br /&gt;
&lt;br /&gt;
NON-EXISTENT SKILLS: In some cases, there may be skills that simply do not exist in their milieu. If, for example, a player desires to have Gun Smithing for their character, they should not be allowed to have the skill if there are no firearms in the milieu.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BOLSTERING SKILLS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skill Points may be used to raise the score of a skill. This represents a character with additional time, energy, and resources invested into a skill.&lt;br /&gt;
&lt;br /&gt;
[[Skill Reference List | Skill Reference List]]: This is simply a mixed, uncategorized reference list of skills. Some skill names will be changed and reorganized, but all will be categorized in the future. This list does not offer descriptions for the skills.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2243</id>
		<title>Storm &amp; Steel</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2243"/>
		<updated>2026-09-13T07:53:32Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: /*  Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt; The new roleplaying system and world created by genius artist Steven Hill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:24pt&amp;quot;&amp;gt;Storm &amp;amp; Steel&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel is a medieval fantasy adventure roleplaying game system where players create custom characters that can master magic and combat to make their way through a dangerous world filled with monstrosities, supernatural perils, and deadly combatants. While many of its elements are both familiar and unique to fantasy roleplaying, its robust combat system is new and intuitive.&lt;br /&gt;
&lt;br /&gt;
==[[The Persona | &#039;&#039;&#039;The Persona&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
The persona is what the world sees - and does not see - as a player controls their character. It is more than the sum of their attributes, powers, abilities, possessions, and other character defining things: it is their personality, traits, quirks, goals, drive, and personal choices that truly define the character. &lt;br /&gt;
&lt;br /&gt;
==[[Character Creation | &#039;&#039;&#039;Character Creation&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Character creation is a cooperative creative process done together with both the guidance of the GameMaster and the Player to bring the necessary pieces of the character together. While a self-guided process will be provided for players to design characters, a hands-on approach by GameMasters is &#039;&#039;more&#039;&#039; desirable to ensure a better fit into the GameMaster&#039;s customized milieu. A set of [[character sheets | character sheets]] will be provided along with the steps needed to fill them.&lt;br /&gt;
&lt;br /&gt;
==[[The Ability Scores | &#039;&#039;&#039;The Ability Scores&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
A character&#039;s physical and mental attributes are numerically defined by six ability scores determined by random rolls adjusted by modifiers from race, class, occupations, etc. The value of each ability score represents the &#039;&#039;actual&#039;&#039; bonus or penalty awarded for the attribute. The scores (-1, 0, +1, +2, etc.) are recorded in required places on [[character sheets | character sheets]] throughout the character making process.&lt;br /&gt;
&lt;br /&gt;
==[[Races | &#039;&#039;&#039;Races&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and familiar playable fantasy races that can be chosen by players. However, the GameMaster may adjust the available choices to fit their particular milieu. Many races have special abilities and modifiers to physical and mental attributes. Each available choice can be a unique roleplaying experience.&lt;br /&gt;
&lt;br /&gt;
==[[Classes | &#039;&#039;&#039;Classes&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and common playable fantasy classes that can be chosen by players. However, much like with the races, the Gamemaster may decide which are available within their particular milieu. &lt;br /&gt;
&lt;br /&gt;
==[[Occupations, Heritage, and Culture | &#039;&#039;&#039;Occupations, Heritage, and Culture&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Occupations, Heritage, and Culture are character defining details in Storm &amp;amp; Steel. They often offer advantages (and sometimes restrictions, in the cases of some Heritage and Culture options) based on a character&#039;s background. They can be selected or rolled randomly. A GameMaster&#039;s milieu may determine where such background options are available.&lt;br /&gt;
&lt;br /&gt;
==[[Skills | &#039;&#039;&#039;Skills&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a great number of skills that are typically not directly related to combat. These are often garnered from classes, race, occupations, heritage, culture, background, and the general imagination of the player. &lt;br /&gt;
&lt;br /&gt;
* Storm &amp;amp; Steel generally offers skills &#039;&#039;freely&#039;&#039; where proper but allows the possibility of gaining skills not associated with the forementioned sources above. This is only if deemed available by the GameMaster and special Skill Points are spent. Skill Points not spent on adding otherwise unassociated skills can be used to bolster character skills. &lt;br /&gt;
&lt;br /&gt;
* A Skill Point system is offered for GameMasters who have a &amp;quot;hands-off&amp;quot; approach to skill determination.&lt;br /&gt;
&lt;br /&gt;
==[[Combat | &#039;&#039;&#039;Combat&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a robust, strategic combat system guided by a uniquely intuitive movement and initiative system - where the action and combat momentum is continuous! &lt;br /&gt;
&lt;br /&gt;
* Every round of combat is divided into segments in which every character can move throughout the round, even when it&#039;s not their turn to attack. This means every player has something to do on every segment, if they choose. The ebb and flow of combat is easy to follow and intuitive as it plays out on the tabletop. The system rids for the need of clunky, non-immersive rules and feels less &#039;gamey&#039;. Even new players are typically more decisive and less likely to be struck with &#039;decision paralysis&#039;. At the same time, this movement system is quick and easy!&lt;br /&gt;
&lt;br /&gt;
* Attacks: Attackers roll dice to attack.&lt;br /&gt;
&lt;br /&gt;
* Defense: Defenders roll dice to defend.&lt;br /&gt;
&lt;br /&gt;
* Attackers roll dice for damage if successfully striking.&lt;br /&gt;
&lt;br /&gt;
* Defenders roll dice for Damage Reduction awarded by their armor and magical protections.&lt;br /&gt;
&lt;br /&gt;
==[[Weapons | &#039;&#039;&#039;Weapons&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a system (including additional optional systems) where weapon choices are meaningful. &lt;br /&gt;
&lt;br /&gt;
* Shorter, faster weapons will improve chances to attack sooner but will typically score less damage.&lt;br /&gt;
&lt;br /&gt;
* Longer, slower weapon will impair chances to attack sooner but will typically score more damage.&lt;br /&gt;
&lt;br /&gt;
* Longer weapons, in general, will allow a wielder to strike an opponent with a shorter weapon &#039;&#039;immediately&#039;&#039; when making &#039;&#039;first&#039;&#039; contact.&lt;br /&gt;
&lt;br /&gt;
* Storm &amp;amp; Steel rules recognize the advantage and disadvantage of weapon designs versus armor (or lack thereof) and awards attractive bonuses and reasonable penalties for their use. While there are many armor choices in Storm &amp;amp; Steel, there are only four major armor categories to consider when dealing with weapon types versus armor types: so, the weapon bonuses are quick &amp;amp; easy to use.&lt;br /&gt;
&lt;br /&gt;
==[[Armor | &#039;&#039;&#039;Armor&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel offers a great assortment of historical and fantasy armor types, each with their own numerical value that reduces damage scored against the wearer. While more protective heavy armor can reduce movement and Defense bonuses due to weight and mobility considerations, the Damage Reduction may outweigh being struck more often. Shields in Storm &amp;amp; Steel offer Defense bonuses based on their size and award some damage reduction. Metal shields award further bonuses versus ranged weapons. Metal shields, as well as larger shields, do however reduce movement.&lt;br /&gt;
&lt;br /&gt;
==[[Powers | &#039;&#039;&#039;Powers&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Powers are magical abilities that often have similar effects to that of magic spells but often without the necessity of an incantation to present the power. They are typically wielded by adventuring classes and magical creatures, or found in magical treasures.&lt;br /&gt;
&lt;br /&gt;
==[[Spells | &#039;&#039;&#039;Spells&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Spells are typically created by incantations designed to release some form of magical energy or effect. Sometimes they are a form of magical super-science that follow certain laws of the magical universe, much like the laws of mundane science. Sometimes the spells were created by mighty supernatural beings and gods and left to be used for all-time to those that can fathom them and wield them. Some spells are granted directly by supernatural beings and gods directly, either with or without worship or devotion. When worship is required, the magic spells are considered truly divine.&lt;br /&gt;
&lt;br /&gt;
* In Storm &amp;amp; Steel, many creatures are not able to innately perform magic spells even when they have the means to train: for magical power is something that one is either born with or granted by a master who &#039;loans&#039; such power during an apprenticeship. When an apprenticeship is deemed over, the master may either permanently grant the apprentice the power or withhold such permanence.&lt;br /&gt;
&lt;br /&gt;
* The magical power needed to cast magic spells is a power that is spiritually found inside the body of one who has either inherited it from one or both parents - or given by a master (see above). The power found within is of a specific type, and by default, will not allow the creature to otherwise cast spells not associated with the magical type. Thus, a spellcaster who for example manipulates Force Magic may not be able to create magic fire, nor create undead. While many spellcasting classes may have similar spells, the effects may vary by class. A Force Master may have a stronger Force barrier that lasts longer than a Wizard who casts the same basic spell, for example.&lt;br /&gt;
&lt;br /&gt;
* The Storm &amp;amp; Steel magic system typically awards spellcasters pools of personal magic energy, usually in the form of Spell Points. Such pools of magical energy are totaled separately when more than one type of spellcasting is known.&lt;br /&gt;
&lt;br /&gt;
==[[War Machines, Mounts, and Transports | &#039;&#039;&#039;War Machines, Mounts, and Transports&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
War machines, mounts, and transports can be found both in magical and mundane forms; as well as living, undead, and golem-like construction. Many specific examples are typically only found in certain parts of The World, produced by specific races, cultures, religions, factions, guilds, cities, or classes.&lt;br /&gt;
&lt;br /&gt;
==[[Treasures of the World | &#039;&#039;&#039;Treasures of the World&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Treasures great and small can be discovered, conquered, earned, or made!&lt;br /&gt;
&lt;br /&gt;
==[[Enchanted Treasures and Creations of Power | &#039;&#039;&#039;Enchanted Treasures and Creations of Power&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Magical treasures, whether minor and mighty, are the creations of spellcasters, creatures, magical beings, and gods. Famed spellcasters, races, religions, countries, and cities often have their own magical specialties, often produced exclusively. Their secrets and magical resources are often zealously guarded!&lt;br /&gt;
&lt;br /&gt;
==[[Dungeoneering and Wilderness Adventuring | &#039;&#039;&#039;Dungeoneering and Wilderness Adventuring&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel details dungeon encounters and trappings, as well as rules for dungeoneering and survival equipment for dungeon and overland adventures. Also provided are rulings to help easily track time and movement during adventures, whether a dungeon crawl or wilderness trek. &lt;br /&gt;
&lt;br /&gt;
==[[Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs | &#039;&#039;&#039;Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Encounters are the backbone of a robust adventuring world. Storm &amp;amp; Steel details common and rare creatures of all levels of danger and adventure.  &lt;br /&gt;
&lt;br /&gt;
==[[The World | &#039;&#039;&#039;The World&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
While Storm &amp;amp; Steel is easily adapted to any fantasy world, it has its own world rich with life and magic! In it, great empires hammer and claw each other, while multitudes of kingdoms and magic realms feud. Unique varieties of the races of humans exist in sprawling, breathtaking realms, replete with their own distinctive and unrivaled architecture, magical innovations, and weapons of war. Powerful elven kingdoms heartily resist the changing world while dwarves thrive in their mountain citadels of stone and iron and underground civilizations, eagerly battling giants, dragons, and monstrous armies in unending wars. Mighty and old civilizations of both the living and the undead are endlessly at destructive odds. Great swaths of twisted living lands ooze and writhe as supernatural, wicked terrors issue forth from living chasms and hopelessly deep shifting caverns. Dragons and Draconians control vast lands of sprawling empires. Titans and Colossi thunder across distant lands, adversaries to the draconic empires. The rotting dead Colossi, seemingly disinterested with the rest of the world, guard long dead ancient civilizations and places of great power where only the mightiest of heroes and beings would dare venture. Throughout the world, the gods and other powerful divine and supernatural beings dwell, directly influencing those they seek to rule and those they seek to ruin!&lt;br /&gt;
&lt;br /&gt;
==[[The Divinity and Other Great Powers | &#039;&#039;&#039;The Divinity and Other Great Powers&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
In the World of Storm &amp;amp; Steel, many divine beings, gods and god-like beings of great power dwell among mortals! These mighty beings can be found all over the world. Some are hidden or secluded, while others exist in plain sight of both worshippers and enemies!&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2242</id>
		<title>Storm &amp; Steel</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Storm_%26_Steel&amp;diff=2242"/>
		<updated>2026-09-13T07:52:45Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: /*  Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt; The new roleplaying system and world created by genius artist Steven Hill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:24pt&amp;quot;&amp;gt;Storm &amp;amp; Steel&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Storm &amp;amp; Steel is a medieval fantasy adventure roleplaying game system where players create custom characters that can master magic and combat to make their way through a dangerous world filled with monstrosities, supernatural perils, and deadly combatants. While many of its elements are both familiar and unique to fantasy roleplaying, its robust combat system is new and intuitive.&lt;br /&gt;
&lt;br /&gt;
==[[The Persona | &#039;&#039;&#039;The Persona&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
The persona is what the world sees - and does not see - as a player controls their character. It is more than the sum of their attributes, powers, abilities, possessions, and other character defining things: it is their personality, traits, quirks, goals, drive, and personal choices that truly define the character. &lt;br /&gt;
&lt;br /&gt;
==[[Character Creation | &#039;&#039;&#039;Character Creation&#039;&#039;&#039;]]==&lt;br /&gt;
&lt;br /&gt;
Character creation is a cooperative creative process done together with both the guidance of the GameMaster and the Player to bring the necessary pieces of the character together. While a self-guided process will be provided for players to design characters, a hands-on approach by GameMasters is &#039;&#039;more&#039;&#039; desirable to ensure a better fit into the GameMaster&#039;s customized milieu. A set of [[character sheets | character sheets]] will be provided along with the steps needed to fill them.&lt;br /&gt;
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==[[The Ability Scores | &#039;&#039;&#039;The Ability Scores&#039;&#039;&#039;]]==&lt;br /&gt;
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A character&#039;s physical and mental attributes are numerically defined by six ability scores determined by random rolls adjusted by modifiers from race, class, occupations, etc. The value of each ability score represents the &#039;&#039;actual&#039;&#039; bonus or penalty awarded for the attribute. The scores (-1, 0, +1, +2, etc.) are recorded in required places on [[character sheets | character sheets]] throughout the character making process.&lt;br /&gt;
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==[[Races | &#039;&#039;&#039;Races&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and familiar playable fantasy races that can be chosen by players. However, the GameMaster may adjust the available choices to fit their particular milieu. Many races have special abilities and modifiers to physical and mental attributes. Each available choice can be a unique roleplaying experience.&lt;br /&gt;
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==[[Classes | &#039;&#039;&#039;Classes&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel has a &#039;&#039;large&#039;&#039; plethora of both unique and common playable fantasy classes that can be chosen by players. However, much like with the races, the Gamemaster may decide which are available within their particular milieu. &lt;br /&gt;
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==[[Occupations, Heritage, and Culture | &#039;&#039;&#039;Occupations, Heritage, and Culture&#039;&#039;&#039;]]==&lt;br /&gt;
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Occupations, Heritage, and Culture are character defining details in Storm &amp;amp; Steel. They often offer advantages (and sometimes restrictions, in the cases of some Heritage and Culture options) based on a character&#039;s background. They can be selected or rolled randomly. A GameMaster&#039;s milieu may determine where such background options are available.&lt;br /&gt;
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==[[Skills | &#039;&#039;&#039;Skills&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel offers a great number of skills that are typically not directly related to combat. These are often garnered from classes, race, occupations, heritage, culture, background, and the general imagination of the player. &lt;br /&gt;
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* Storm &amp;amp; Steel generally offers skills &#039;&#039;freely&#039;&#039; where proper but allows the possibility of gaining skills not associated with the forementioned sources above. This is only if deemed available by the GameMaster and special Skill Points are spent. Skill Points not spent on adding otherwise unassociated skills can be used to bolster character skills. &lt;br /&gt;
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* A Skill Point system is offered for GameMasters who have a &amp;quot;hands-off&amp;quot; approach to skill determination.&lt;br /&gt;
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[[Skill Reference List | Skill Reference List]]: This is simply a mixed, uncategorized reference list of skills. Some skill names will be changed and reorganized, but all will be categorized in the future. This list does not offer descriptions for the skills.&lt;br /&gt;
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==[[Combat | &#039;&#039;&#039;Combat&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel offers a robust, strategic combat system guided by a uniquely intuitive movement and initiative system - where the action and combat momentum is continuous! &lt;br /&gt;
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* Every round of combat is divided into segments in which every character can move throughout the round, even when it&#039;s not their turn to attack. This means every player has something to do on every segment, if they choose. The ebb and flow of combat is easy to follow and intuitive as it plays out on the tabletop. The system rids for the need of clunky, non-immersive rules and feels less &#039;gamey&#039;. Even new players are typically more decisive and less likely to be struck with &#039;decision paralysis&#039;. At the same time, this movement system is quick and easy!&lt;br /&gt;
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* Attacks: Attackers roll dice to attack.&lt;br /&gt;
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* Defense: Defenders roll dice to defend.&lt;br /&gt;
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* Attackers roll dice for damage if successfully striking.&lt;br /&gt;
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* Defenders roll dice for Damage Reduction awarded by their armor and magical protections.&lt;br /&gt;
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==[[Weapons | &#039;&#039;&#039;Weapons&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel offers a system (including additional optional systems) where weapon choices are meaningful. &lt;br /&gt;
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* Shorter, faster weapons will improve chances to attack sooner but will typically score less damage.&lt;br /&gt;
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* Longer, slower weapon will impair chances to attack sooner but will typically score more damage.&lt;br /&gt;
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* Longer weapons, in general, will allow a wielder to strike an opponent with a shorter weapon &#039;&#039;immediately&#039;&#039; when making &#039;&#039;first&#039;&#039; contact.&lt;br /&gt;
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* Storm &amp;amp; Steel rules recognize the advantage and disadvantage of weapon designs versus armor (or lack thereof) and awards attractive bonuses and reasonable penalties for their use. While there are many armor choices in Storm &amp;amp; Steel, there are only four major armor categories to consider when dealing with weapon types versus armor types: so, the weapon bonuses are quick &amp;amp; easy to use.&lt;br /&gt;
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==[[Armor | &#039;&#039;&#039;Armor&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel offers a great assortment of historical and fantasy armor types, each with their own numerical value that reduces damage scored against the wearer. While more protective heavy armor can reduce movement and Defense bonuses due to weight and mobility considerations, the Damage Reduction may outweigh being struck more often. Shields in Storm &amp;amp; Steel offer Defense bonuses based on their size and award some damage reduction. Metal shields award further bonuses versus ranged weapons. Metal shields, as well as larger shields, do however reduce movement.&lt;br /&gt;
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==[[Powers | &#039;&#039;&#039;Powers&#039;&#039;&#039;]]==&lt;br /&gt;
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Powers are magical abilities that often have similar effects to that of magic spells but often without the necessity of an incantation to present the power. They are typically wielded by adventuring classes and magical creatures, or found in magical treasures.&lt;br /&gt;
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==[[Spells | &#039;&#039;&#039;Spells&#039;&#039;&#039;]]==&lt;br /&gt;
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Spells are typically created by incantations designed to release some form of magical energy or effect. Sometimes they are a form of magical super-science that follow certain laws of the magical universe, much like the laws of mundane science. Sometimes the spells were created by mighty supernatural beings and gods and left to be used for all-time to those that can fathom them and wield them. Some spells are granted directly by supernatural beings and gods directly, either with or without worship or devotion. When worship is required, the magic spells are considered truly divine.&lt;br /&gt;
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* In Storm &amp;amp; Steel, many creatures are not able to innately perform magic spells even when they have the means to train: for magical power is something that one is either born with or granted by a master who &#039;loans&#039; such power during an apprenticeship. When an apprenticeship is deemed over, the master may either permanently grant the apprentice the power or withhold such permanence.&lt;br /&gt;
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* The magical power needed to cast magic spells is a power that is spiritually found inside the body of one who has either inherited it from one or both parents - or given by a master (see above). The power found within is of a specific type, and by default, will not allow the creature to otherwise cast spells not associated with the magical type. Thus, a spellcaster who for example manipulates Force Magic may not be able to create magic fire, nor create undead. While many spellcasting classes may have similar spells, the effects may vary by class. A Force Master may have a stronger Force barrier that lasts longer than a Wizard who casts the same basic spell, for example.&lt;br /&gt;
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* The Storm &amp;amp; Steel magic system typically awards spellcasters pools of personal magic energy, usually in the form of Spell Points. Such pools of magical energy are totaled separately when more than one type of spellcasting is known.&lt;br /&gt;
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==[[War Machines, Mounts, and Transports | &#039;&#039;&#039;War Machines, Mounts, and Transports&#039;&#039;&#039;]]==&lt;br /&gt;
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War machines, mounts, and transports can be found both in magical and mundane forms; as well as living, undead, and golem-like construction. Many specific examples are typically only found in certain parts of The World, produced by specific races, cultures, religions, factions, guilds, cities, or classes.&lt;br /&gt;
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==[[Treasures of the World | &#039;&#039;&#039;Treasures of the World&#039;&#039;&#039;]]==&lt;br /&gt;
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Treasures great and small can be discovered, conquered, earned, or made!&lt;br /&gt;
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==[[Enchanted Treasures and Creations of Power | &#039;&#039;&#039;Enchanted Treasures and Creations of Power&#039;&#039;&#039;]]==&lt;br /&gt;
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Magical treasures, whether minor and mighty, are the creations of spellcasters, creatures, magical beings, and gods. Famed spellcasters, races, religions, countries, and cities often have their own magical specialties, often produced exclusively. Their secrets and magical resources are often zealously guarded!&lt;br /&gt;
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==[[Dungeoneering and Wilderness Adventuring | &#039;&#039;&#039;Dungeoneering and Wilderness Adventuring&#039;&#039;&#039;]]==&lt;br /&gt;
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Storm &amp;amp; Steel details dungeon encounters and trappings, as well as rules for dungeoneering and survival equipment for dungeon and overland adventures. Also provided are rulings to help easily track time and movement during adventures, whether a dungeon crawl or wilderness trek. &lt;br /&gt;
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==[[Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs | &#039;&#039;&#039;Creatures, Peoples, Monsters, Entities, Undead, Spirits, and Constructs&#039;&#039;&#039;]]==&lt;br /&gt;
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Encounters are the backbone of a robust adventuring world. Storm &amp;amp; Steel details common and rare creatures of all levels of danger and adventure.  &lt;br /&gt;
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==[[The World | &#039;&#039;&#039;The World&#039;&#039;&#039;]]==&lt;br /&gt;
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While Storm &amp;amp; Steel is easily adapted to any fantasy world, it has its own world rich with life and magic! In it, great empires hammer and claw each other, while multitudes of kingdoms and magic realms feud. Unique varieties of the races of humans exist in sprawling, breathtaking realms, replete with their own distinctive and unrivaled architecture, magical innovations, and weapons of war. Powerful elven kingdoms heartily resist the changing world while dwarves thrive in their mountain citadels of stone and iron and underground civilizations, eagerly battling giants, dragons, and monstrous armies in unending wars. Mighty and old civilizations of both the living and the undead are endlessly at destructive odds. Great swaths of twisted living lands ooze and writhe as supernatural, wicked terrors issue forth from living chasms and hopelessly deep shifting caverns. Dragons and Draconians control vast lands of sprawling empires. Titans and Colossi thunder across distant lands, adversaries to the draconic empires. The rotting dead Colossi, seemingly disinterested with the rest of the world, guard long dead ancient civilizations and places of great power where only the mightiest of heroes and beings would dare venture. Throughout the world, the gods and other powerful divine and supernatural beings dwell, directly influencing those they seek to rule and those they seek to ruin!&lt;br /&gt;
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==[[The Divinity and Other Great Powers | &#039;&#039;&#039;The Divinity and Other Great Powers&#039;&#039;&#039;]]==&lt;br /&gt;
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In the World of Storm &amp;amp; Steel, many divine beings, gods and god-like beings of great power dwell among mortals! These mighty beings can be found all over the world. Some are hidden or secluded, while others exist in plain sight of both worshippers and enemies!&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=Classes&amp;diff=2241</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Classes&amp;diff=2241"/>
		<updated>2026-09-11T08:43:17Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
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&lt;div&gt;The classes presented here have basic descriptor names that may be subject to change. Some classes may later be absorbed into other classes, thus, also being subject to change.&lt;br /&gt;
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Each class falls into one or more categories of adventurer type. The category types are ARCANE, COMBAT, CRAFT, DIVINE, NATURE, and ROGUISH. The types are for reference, only. In some cases where there are multiple categories, the association might be a circumstantial exception rather than the rule, such as a class that might either be ARCANE in origin or DIVINE, but not necessarily both.&lt;br /&gt;
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==[[Air Master | &#039;&#039;&#039;Air Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Manipulates air and channels power from and through it. Not to be confused with an Element Master.&lt;br /&gt;
==[[Amazon | &#039;&#039;&#039;Amazon&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Female warriors that are trained to channel feminine energy to fight and defend.&lt;br /&gt;
==[[Archer | &#039;&#039;&#039;Archer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Specializes in the deadly combat use of bows and arrows.&lt;br /&gt;
==[[Assassin | &#039;&#039;&#039;Assassin&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: Uses stealth, combat ability, chemicals, and tricks to remove a target or enemy.&lt;br /&gt;
==[[Avenger | &#039;&#039;&#039;Avenger&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Holy fighters that channel divine destructive power to fight crusades and defeat enemies of the faith. However similar, the Avenger should not be confused with the Paladin class. &lt;br /&gt;
==[[Barbarian | &#039;&#039;&#039;Barbarian&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Wilderness fighters that rely on mobility, skill, toughness, and cunning to defeat enemies. Many barbarians are also berserkers.&lt;br /&gt;
==[[Bard | &#039;&#039;&#039;Bard&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Masters of lore that are able to channel magical powers through music. They are usually clever, charismatic, and agile, using their personalities and dexterity to conquer both friends and enemies.&lt;br /&gt;
==[[Beast Lord | &#039;&#039;&#039;Beast Lord&#039;&#039;&#039;]]==&lt;br /&gt;
NATURE: Their powers of nature give them dominion over animals that may even serve as loyal companions, protectors, and friends. This relationship also infuses animalistic abilities to aid them in matters of combat, stealth, and survival.&lt;br /&gt;
==[[Biomancer | &#039;&#039;&#039;Biomancer&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT: Masters of the body, who, through bio-magic and potions, are able to enhance themselves and others so that they may function beyond normal levels. As they progress, they can also permanently use muscles and organs of other creatures to replace those of their own bodies.&lt;br /&gt;
==[[Biotech Master | &#039;&#039;&#039;Biotech Master&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT: Masters of creating, animating, and grafting enchanted prosthetics and devices that enhance those who wear them. As they progress in power, they and those who use their body replacement parts will often become less and less human over time. Many who use the body enhancements or begin the artificial transformation, become addicted. Biotech masters will often work with Ornamancers or acquire that form of magic if possible.&lt;br /&gt;
==[[Bizarro | &#039;&#039;&#039;Bizarro&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Channelers of the most bizarre powers of chaos, mischief, sanity, and reality. They may use their powers to entertain, punish, defeat or destroy: as whatever their strange personal goals are; or even to honor the gods whose powers they&#039;ve discovered. Though the powers are garnered from extradimensional beings and gods, they are not considered divine unless they formally dedicate themselves to such a power on high and serve their temples.&lt;br /&gt;
==[[Blade Dancer | &#039;&#039;&#039;Blade Dancer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Masters of weapons that channel magical energy through their body and their weapons. Their fighting style looks like that of an energetic dance. The more graceful the body &#039;flows&#039; through movement, the more powerful the energy. Sometimes, they pause during a fight to build up energy and release it into an enemy with a powerful strike.&lt;br /&gt;
==[[Blaster | &#039;&#039;&#039;Blaster&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of raw magical energy used primarily for destructive attacks. They are famously noted for their strong, glowing aura and releasing their energy through both hands at once. &lt;br /&gt;
==[[Bounty Hunter | &#039;&#039;&#039;Bounty Hunter&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: &amp;quot;Swords for hire&amp;quot; that use cleverness, persistence, street-smarts, and strength to find and capture or kill - wanted men or creatures. Reputation is important to the Bounty Hunter class to earn notoriety. In Storm &amp;amp; Steel, they often work for the [[Eternal Prison | Eternal Prison]].&lt;br /&gt;
==[[Change Master | &#039;&#039;&#039;Change Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of transmutation magical energy, which allows them to change part or all of their own bodies to enhance themselves. As they become more powerful, they are able to affect objects and creatures, and can change size considerably, whether to become bigger or smaller.&lt;br /&gt;
==[[Chess Master | &#039;&#039;&#039;Chess Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Specialized gamesters who channel magical energy through chess pieces and other game related objects and symbols. Such pieces act as servants, protectors, and magic talismans. Although this form of magic is garnered from the gods, it is not considered divine magic. The more powerful they become, the more powerful the pieces become, and the more they can potentially affect at one time.&lt;br /&gt;
==[[Chess Warrior | &#039;&#039;&#039;Chess Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: The Chess Warrior learns to channel the magical energy of the gods by embodying the same energy used by the Chess Master, but through themselves, rather than chess pieces. At first, the abilities are less potent. As they become more powerful, they are able to channel more power, eventually becoming similar to a living golem and able to use other powers. Similar to the Chess Master, the powers of the Chess Warrior are not considered divine, although granted by the gods. Chess Warriors are usually &#039;champion-protectors&#039; of some sort, often associated with nobility or royalty. They are quickly recognizable by their chess related attire, armor, and weaponry.&lt;br /&gt;
==[[Claw Master | &#039;&#039;&#039;Claw Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of a close and personal fighting style that uses clawed gauntlets, metal claws, or their actual claws if they have them. They typically develop a fighting style that mimics the movement of clawed creatures in their world. &lt;br /&gt;
==[[Constructocon | &#039;&#039;&#039;Constructocon&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Master crafters that use magic to alter reality to accelerate their ability to construct or break down structures. The more powerful they become, the quicker their work is completed, seeming to be instantaneous at times. They are able to shape raw materials with their bare hands. If they use their powers on a temporary basis, they&#039;re able to cause exceptionally quick changes, such as creating a pit, partially collapsing ceiling, and erecting protective barriers, even in the middle of a fight. Constructocons are highly sought out by communities, lords, and kings, since they are able to construct buildings and even castles in a shorter period of time.&lt;br /&gt;
==[[Creator | &#039;&#039;&#039;Creator&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Powerful magic wielders, granted powers by the gods, who are able to create creatures that can act as protectors, steeds, scouts, and companions. More powerful creators are able to create non-living objects.&lt;br /&gt;
==[[Crossarcher | &#039;&#039;&#039;Crossarcher&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of the deadly combat use of crossbows and bolts/quarrels.&lt;br /&gt;
==[[Crusher-Smasher | &#039;&#039;&#039;Crusher-Smasher&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of destruction by means of smashing with fists, gauntlets, oversized knuckle-dusters, etc. When fully trained, their fists are like maces and become even more destructive as they become more powerful. They usually become insanely strong and tend to go berserk.&lt;br /&gt;
==[[Crystallomancer | &#039;&#039;&#039;Crystallomancer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Magical shapers and channelers of crystals and crystal magic. &lt;br /&gt;
==[[Dark Harvest Witch | &#039;&#039;&#039;Dark Harvest Witch&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; NATURE: Users of a corrupt form of magic that, among the many things they can do, can manipulate hellfire magic and can be used to create animated scarecrows and other golem-like beings. They can affect harvests with their corrupt powers and control creatures. As they become more powerful, they typically become less and less human.&lt;br /&gt;
==[[Dark Knight | &#039;&#039;&#039;Dark Knight&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Uses heavy armor and weapons and channels dark powers to aid in combat and fulfill their dark lives and goals. Dark Knights often serve a great master, such as a powerful dark lord, king, or god. When they ascend in power, they often become dark lords. They are the quintessential doomed champion. Dark Knights aren&#039;t necessarily evil but often known for questionable acts even if they&#039;re not evil.&lt;br /&gt;
==[[Death Lord | &#039;&#039;&#039;Death Lord&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of death-based magic, including the animation of the dead and draining life-force from the living. At the height of their power, they often become dark lords. While Death Masters are often viewed with alarm and are known for doing deeds that are rejected by most societies, they are not in all cases evil. It is not completely unknown for Death Masters to even have a good heart.&lt;br /&gt;
==[[Death Warrior | &#039;&#039;&#039;Death Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE: These macabre warriors surround themselves in the trappings of the dead and channel power from and through them. They are often worshippers of gods of death, undeath, afterlife, and gods of other related areas of influence in the pantheon. Though they venerate those who have passed before them, they typically will reverently take their weapons of war, armor, and treasures. The older the treasures they take, the more powerful they can become. They typically view Returned Saints with awe.&lt;br /&gt;
==[[Deck Master | &#039;&#039;&#039;Deck Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Channel magic power through special decks of card. Some special cards have unique powers. Deck Masters are often easily identified by their card themed attire and affinity for card games.&lt;br /&gt;
==[[Deck Warrior-Knight | &#039;&#039;&#039;Deck Warrior-Knight&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Warriors or Knights that serve the gods and powerful beings of the cards and channel the power of the cards to aid them in combat. They are not considered Divine, nor do they have a wide variety of powers as the Deck Master has. They are typically armed and attired in card themed gear, thus easily recognizable. &lt;br /&gt;
==[[Deity Vessel (Herald, Avatar, Champion, Chosen, Blessed, Keeper) | &#039;&#039;&#039;Deity Vessel (Herald, Avatar, Champion, Chosen, Blessed, Keeper)&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; DIVINE; NATURE; ROGUISH: Some deities find faithful servants that wish to become direct vessels of their power and influence. They begin an early transformation, that over time, may form them into the likeness of the god or the god&#039;s close servants. Such is the case of the Avatar Vessel. The god given powers of each of the vessels are more specialized than that of Priests and often are more potent. Deity Vessels are typically easy to spot, as they often have divine energy swirling about them in what might be described as a halo.&lt;br /&gt;
==[[Desert Master | &#039;&#039;&#039;Desert Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; ROGUISH: Mystical warriors that become one with the spirits of the desert. They are survivalists that bring the desert spirits with them, however, their greatest strength is achieved while in deserts and wastelands.&lt;br /&gt;
==[[Desolator | &#039;&#039;&#039;Desolator&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE: Draw magic from dark gods, living things, and the land to use their powers against living things to great effect. The path of the Desolator gruesomely changes their countenance.&lt;br /&gt;
==[[Destroyer | &#039;&#039;&#039;Destroyer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Warriors capable of channeling destructive physical and supernatural power to amplify their combat abilities to become unstoppable foes.&lt;br /&gt;
==[[Divine Assassin | &#039;&#039;&#039;Divine Assassin&#039;&#039;&#039;]]==&lt;br /&gt;
DIVINE; ROGUISH: Killers that serve the temples of the gods within an alliance. They have many of the skills of an assassin but have supernatural powers granted by The Divine.&lt;br /&gt;
==[[Divinity Master | &#039;&#039;&#039;Divinity Master&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE: A form of priest that has more direct access to divine power but has less combat acumen. Their powers are more influential to their cause and gives them the power to create enchanted holy artifacts, relics, and sites. They are able to summon divine beings to aid and pprotect them.&lt;br /&gt;
==[[Druid | &#039;&#039;&#039;Druid&#039;&#039;&#039;]]==&lt;br /&gt;
DIVINE; NATURE: Divine priests highly attuned to the natural world and the land.&lt;br /&gt;
==[[Dungeoneer | &#039;&#039;&#039;Dungeoneer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: Dedicated explorers that specialize in navigating dungeons, underground environments, and wilderness settings. They are accomplished fighters and trap-finders. They rely on clever problem solving, endurance, agility, and intuition to get them through deadly traps, monsters, and magical challenges. They live for the challenge!&lt;br /&gt;
==[[Element Master | &#039;&#039;&#039;Element Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Often named as Elementalists, they are able to call on the power of the elements and summon elemental creatures from other dimensions. They can either specialize in a single elemental realm or attune with all of them. While a &#039;universal elementalist&#039; has access to a wider array of powers, the specialized elementalist is more effective with the degree of power they are able to channel in their specific element.&lt;br /&gt;
==[[Elemental Warrior | &#039;&#039;&#039;Elemental Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE: Warrior with elemental power channeling through their bodies. They can dedicate themselves to a single elemental force or all of them at once. Those that specialize have more potent powers but lack the variety of powers granted to them that the &#039;universal elementalist warrior&#039; has.&lt;br /&gt;
==[[Enchantment Master | &#039;&#039;&#039;Enchantment Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of channeling magical energy, particularly through objects. They are not limited to objects, however, and may ensorcel creatures of all sorts. Their powers are best used in conjunction with other forms of magic and will often work alongside other caster types.&lt;br /&gt;
==[[Eye Lord | &#039;&#039;&#039;Eye Lord&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE: Masters of magic, both arcane and divine, they channel the power of the muti-eyed gods that are known for having - and granting -their powers to the eyes of their faithful. Powers of special sight, prophesy, seeing and traveling to other dimensions are among the gifts, as are weapons of destruction channeled through the eyes. Eye Lords gain additional eyes as they achieve greater power. Creatures that already have several extra eyes have an advantage over those that don&#039;t. However, a cyclops or other single-eyed creatures are particularly gifted with intense power but will not be granted extra permanent eyes.&lt;br /&gt;
==[[Fey Master | &#039;&#039;&#039;Fey Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE; ROGUISH: Fey Masters are closely attuned to the Seelie Powers that be. They are either allies to the Fey or its enslavers. They gain powers of fey creatures and are able to easily travel their unique world and understand its secrets. They are able to summon faeries and other fey-related creature to serve them, whether by alliance or coercion as a fey master. Holes open up from nowhere and the fey issue out when summoned.&lt;br /&gt;
==[[Fire &amp;amp; Ice Master | &#039;&#039;&#039;Fire &amp;amp; Ice Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Warrior-mages that use both the powers of fire and ice.&lt;br /&gt;
==[[Fire Master | &#039;&#039;&#039;Fire Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Warrior-mages that use the power of fire.&lt;br /&gt;
==[[Fist Master | &#039;&#039;&#039;Fist Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Fighters which specialize in fist combat and other fist associated weaponry. Unlike the Crusher/Smashers, they rely on finesse and skill than primarily raw power, although they can strike with great effect. They will sometimes pair their fists with weapons and kicks.&lt;br /&gt;
==[[Flesh Crafter | &#039;&#039;&#039;Flesh Crafter&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Can shape flesh and replace missing limbs with replacements. Some of these alterations can be made permanent when powerful enough to complete the task.&lt;br /&gt;
==[[Fleshbone Grafter | &#039;&#039;&#039;Fleshbone Grafter&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Can attach flesh and bone to themselves and allies to enhance their bodies, and give them abilities not otherwise possible, such as wings for flying.&lt;br /&gt;
==[[Fool | &#039;&#039;&#039;Fool&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Entertainers that are masters of trickery, illusion, and evasion.&lt;br /&gt;
==[[Forge Master | &#039;&#039;&#039;Forge Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Sculptors of metal that can imbue power into their creations. One of the strengths of being a Forge Master is their intimate understanding and skill in the use of the very things that they are able to fashion.&lt;br /&gt;
==[[Gate Master | &#039;&#039;&#039;Gate Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Creators of magical portals to other places, dimensions, and planes. As they progress in power the portals can be made larger and permanent.&lt;br /&gt;
==[[Gladiator | &#039;&#039;&#039;Gladiator&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of combat that have forged a living from performing in public combat.&lt;br /&gt;
==[[Goblin Summoner | &#039;&#039;&#039;Goblin Summoner&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; ROGUISH: Goblin Summoners are closely attuned to the Unseelie Powers that be. They are either allies to the unseelie or its enslavers. They gain powers of dark fey creatures and are able to easily travel their unique world and understand its secrets. They are able to summon goblins and other unseelie creatures to serve them, whether by alliance or coercion as a goblin master. Holes open up from nowhere and the goblins issue out when summoned.&lt;br /&gt;
==[[Golem Maker | &#039;&#039;&#039;Golem Maker&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Makers of golems, typically but not always, as destructive constructs or combatants. A golem maker will usually craft one or more special golems as constant protectors to engage in combat on their behalf. Golem Makers can also create devices using their potent powers of animation.&lt;br /&gt;
==[[Harlequin | &#039;&#039;&#039;Harlequin&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; ROGUISH: Talented magical performers with great skills that can make them particularly deadly. Harlequins typically fall into specific groups exhibiting similar powers. &lt;br /&gt;
==[[Harvest Witch | &#039;&#039;&#039;Harvest Witch&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; NATURE: Wielders of magic that can animate scarecrows and influence or control creatures as servants. They can empower harvests with their magic.&lt;br /&gt;
==[[Healer | &#039;&#039;&#039;Healer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Healers are able to heal and cure by using arcane, divine, or nature-based powers; however, it is possible for some healers to heal by two or more of the power sources.&lt;br /&gt;
==[[Ice Master | &#039;&#039;&#039;Ice Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Warrior-mages that use the power of ice.&lt;br /&gt;
==[[Illusion Master | &#039;&#039;&#039;Illusion Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Create illusions by either creating visible and audible &#039;phantom&#039; objects or creatures - or by directly influencing or attacking the mind of creatures. Powerful illusionists are able to make thoughts into reality.&lt;br /&gt;
==[[Ironmancer-clanker | &#039;&#039;&#039;Ironmancer-clanker&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; DIVINE: Magic manipulators of iron and steel that are able to shape and control it, whether to craft or magically use it in combat. The source of magic may be arcane and/or divine in nature. &lt;br /&gt;
==[[Jester | &#039;&#039;&#039;Jester&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Entertainers who use clever magic and feats of agility and dexterity.&lt;br /&gt;
==[[Knight | &#039;&#039;&#039;Knight&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Well-trained fighters who use heavy armor and specialized weapons in combat on horse or on foot. They are typically bound by some code of conduct which is both military and societal.&lt;br /&gt;
==[[Lich Master | &#039;&#039;&#039;Lich Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Arcane spellcasters who seek the quick path to undeath and everlasting existence in the form of a lich.&lt;br /&gt;
==[[Lore Master | &#039;&#039;&#039;Lore Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Masters of knowledge and lore, with specialization in the secrets of magic.&lt;br /&gt;
==[[Maestro | &#039;&#039;&#039;Maestro&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE: Magisters who channel magic in the form of powerful music. Mastery sometimes includes the ability and skills necessary to create magical musical tools for amplifying their power.&lt;br /&gt;
==[[Mage | &#039;&#039;&#039;Mage&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Well-rounded spellcasters that know many forms of magic but have focused on one or more forms disproportionately.&lt;br /&gt;
==[[Magiotech-arcangineer | &#039;&#039;&#039;Magiotech-arcangineer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Masters of mechanical creations animated by a variety of power sources. They will often use their creations as personal protection or weapons.&lt;br /&gt;
==[[Magus | &#039;&#039;&#039;Magus&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE: Gifted with magic, they have spell-like powers that are either inherited through bloodlines or granted by supernatural events, beings, or gods.&lt;br /&gt;
==[[Martial Artist | &#039;&#039;&#039;Martial Artist&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Trained combatants that strive for mastery of the body and to learn the discipline of skills of unarmed and armed combat. Some martial artists train in the mastery of the mind and personal spiritual energy, as well. There are many styles and paths for such fighters to attain mastery.&lt;br /&gt;
==[[Mind Master | &#039;&#039;&#039;Mind Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Magical masters of their own minds and that of others. With their magical mental powers, they are able to affect the world around them.&lt;br /&gt;
==[[Monster Master | &#039;&#039;&#039;Monster Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; NATURAL: Able to use their powers to summon and control monsters.&lt;br /&gt;
==[[Monster Rider-Destriot | &#039;&#039;&#039;Monster Rider-Destriot&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; NATURE: Able to attune to monsters and gain them as companions and mounts.&lt;br /&gt;
==[[Moon Mage | &#039;&#039;&#039;Moon Mage&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Channelers able to garner power from moons. Their powers may have been granted either by powerful supernatural beings or gods, or by nature or bloodline. &lt;br /&gt;
==[[Moon Warrior | &#039;&#039;&#039;Moon Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE: Warriors who gain abilities from moons, enhancing their ability to fight and giving them minor powers.&lt;br /&gt;
==[[Ornamancer | &#039;&#039;&#039;Ornamancer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE: Crafters and enchanters of magical items that are typically made of valuable materials that are usually very elaborate. Such magic strongly relies on intricate relief to create more surface area for the magic to adhere upon/within. The more elaborate: the greater the potential for stronger magical effects.&lt;br /&gt;
==[[Paladin | &#039;&#039;&#039;Paladin&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Warriors empowered by divine beings, gods, or even divine supernatural events to serve a greater purpose. They are defenders of the faith and the downtrodden.&lt;br /&gt;
==[[Plague Bearer | &#039;&#039;&#039;Plague Bearer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE: Bear the powers to control and deliver rot, destruction, sickness, and disease. While they are victims of the very powers they can wield, the effects do not hinder them in combat, despite their seemingly broken condition.&lt;br /&gt;
==[[Plunderer | &#039;&#039;&#039;Plunderer&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: They are adventurer-thieves that have a lust for amassing treasure. They are experts on locating treasure sites and overcoming traps and other obstacles.&lt;br /&gt;
==[[Power Master | &#039;&#039;&#039;Power Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Wielders of raw magic power that specializes in the use of kinetic force and destructive blasts of various types of energy.&lt;br /&gt;
==[[Priest | &#039;&#039;&#039;Priest&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE: Servants of deities that wield power granted by the god or gods they serve. They are responsible for creating relics of power for the faith.&lt;br /&gt;
==[[Puppet Master | &#039;&#039;&#039;Puppet Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; ROGUISH: Masters of animation of small golem-like servants and companions. They are typically able to make and control several animated puppets at one time and instill unique powers, abilities, and skills into them. Part of being able to give their creations such abilities are garnered through their own personal skill development. Such skills are honed as they often must work alongside their own creations.&lt;br /&gt;
==[[Ranger | &#039;&#039;&#039;Ranger&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; CRAFT; NATURE; ROGUISH: Masters of exploration and the wilderness. They are deadly combatants that often are able to wield the powers of nature to aid them. Much of their deadliness is factored by their mastery of stealth. Aside from combat ability, they are often great craftsman.&lt;br /&gt;
==[[Raven/Crow Master | &#039;&#039;&#039;Raven/Crow Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE; ROGUISH: Mysteriously attuned with the divinity and/or supernatural power of the exceptionally empowered crow or raven spirits of the world - but not both - for there is great animosity between them. They can communicate with and control crows or ravens and can use special supernatural powers associated with whichever avian they are attuned. They are masters of shadow and are hard to find in darkened places when they do not wish to be seen. &lt;br /&gt;
==[[Rune Master | &#039;&#039;&#039;Rune Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE: Able to craft, empower, and wield the power of runes. While Rune Masters do use physical runes of stone, bone, metal, etc., they are also able to conjure and etch runes into the fabric of reality, seemingly out of thin air. Rune Masters will often learn other forms of magic or will work with other spellcasters to create powerful enchanted works of wonder, as their empowered runes amplify the magic of other sources. &lt;br /&gt;
==[[Saint | &#039;&#039;&#039;Saint&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Beings made holy due to their closeness with a god. Many Saints have been long dead but returned to the world of the living by their patron deity. These are known as Returned Saints. Returned Saints (also known as Catacomb Saints) have typically been interred into a resting place and their bodies/bones bejeweled, adorned in precious metals, or even gilded. Saints of either type are hard to kill or destroy, often being heavily protected and empowered with the means to defeat enemies of the faith, as well as the means of continuing their holy works.&lt;br /&gt;
==[[Scout | &#039;&#039;&#039;Scout&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: Skilled at wilderness survival, navigation, and traveling great distances quickly, they are often masters of stealth that are associated with a military force, noble alliance, or royal faction. They are often entrusted with delivering important information.&lt;br /&gt;
==[[Sea Master | &#039;&#039;&#039;Sea Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE; ROGUISH: Attuned to bodies of water and the creatures within them, they are magical masters of their watery world. Some are granted power by divine means, while others garner their powers from nature itself or some elemental infusion.&lt;br /&gt;
==[[Sentinel | &#039;&#039;&#039;Sentinel&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Guardians of divine origin or of an order of protectors, they stand ready to guard important sites, people, or precious objects. They are able to stand watch without rest, and their powerful senses detect those who would seek to bypass their protection or assault them. While they are deadly combatants, their greatest strength are their defensive powers, as they are difficult to strike and hard to harm once struck.&lt;br /&gt;
==[[Shadow | &#039;&#039;&#039;Shadow&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Supernatural masters of shadow.&lt;br /&gt;
==[[Shaman | &#039;&#039;&#039;Shaman&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE; NATURE: Attuned with spirits of supernatural beings, animals, creatures, ancestors, etc. they are granted powers by their intimate association with them. Their powers are typically in the form of protection, physical enhancements, healing, divination, and some supernatural attacks. Not to be confused with Witchdoctors, however similar.&lt;br /&gt;
==[[Sharpshooter | &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; COMBAT; ROGUISH: Masters of firearms and similar firing devices, they are excellent at firing in both close and far ranges, often specializing in one range category over another. They will often learn to craft their own weapons and ammunition for optimization, particularly since such weapons are rare.&lt;br /&gt;
==[[Shipmaster | &#039;&#039;&#039;Shipmaster&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: Masters of seagoing vessels, they specialize in combat at sea and are excellent at negotiating ropes and rigging.&lt;br /&gt;
==[[Siren | &#039;&#039;&#039;Siren&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; NATURE: Use their voices, song, touch, and gaze to ensorcel their foes or even amaze the masses.&lt;br /&gt;
==[[Slayer | &#039;&#039;&#039;Slayer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE; ROGUISH: Dedicated combatants that are master killers. They are usually driven to slay by their hate for a particular type of foe, however, there are those who do not specialize. They are often sought for their expertise. Some slayers are associated with a religious group that is dedicated to destroying a particular foe that they fight endlessly, such as demons. Such associations grant slayers unique diving powers.&lt;br /&gt;
==[[Sniper | &#039;&#039;&#039;Sniper&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; ROGUISH: Assassins that are specialized in taking a target out at a great distance. Such specialization may be done with bow, crossbow, firearm, or other ranged weapon, but usually not by more than one weapon type without taking the additional training to do so. Their weapons are typically custom made for optimization, and the sniper will often craft them personally.&lt;br /&gt;
==[[Sorcerer | &#039;&#039;&#039;Sorcerer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Sorcerers typically garner power from gods and beings from other dimensions, which makes them potent casters. They specialize in using devices and enchanted items to focus and amplify their powers. As a spellcaster, they are typically very well-rounded in the assortment of available powers.&lt;br /&gt;
==[[Specter Master | &#039;&#039;&#039;Specter Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Arcane spellcasters that seek a quick path to undeath and everlasting existence in the form of a specter.&lt;br /&gt;
==[[Spellblade | &#039;&#039;&#039;Spellblade&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; COMBAT: Combatants that channel magical spells through their weapons. They typically will craft their own weapons and are able to transfer magic powers from one weapon to another that they have crafted.&lt;br /&gt;
==[[Spirit Master | &#039;&#039;&#039;Spirit Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Spellcasters that have a deep understanding of the spirit world and are able to use spirit powers. As such, they are even able to animate objects by imbuing them with a spirit.&lt;br /&gt;
==[[Spirit Totem Master | &#039;&#039;&#039;Spirit Totem Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE; NATURE: Their deep understanding of nature and the spirit world and the specific spirits within them, allows them to channel spirits within them, granting them abilities and even the power to transform into a living form of the spirit or a hybrid thereof. As they gain power, they are able to share the totem powers with others and even transform them as well. Spirit Totem Masters are most powerful in the spirit world and other similar dimensions or planes.&lt;br /&gt;
==[[Stalker | &#039;&#039;&#039;Stalker&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: Specialists whose talent of stealth and spying come easy. Their ability to avoid detection even in close conditions is remarkable.&lt;br /&gt;
==[[Steam Mage | &#039;&#039;&#039;Steam Mage&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Masters of creations using steam and mechanical sciences. They are able to make personal magic, steam-powered equipment as well as large machines that can be used as weapons or for construction and excavation. They are also capable of making air ships.&lt;br /&gt;
==[[Supreme Commander | &#039;&#039;&#039;Supreme Commander&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; CRAFT; DIVINE: Magical masters of tactics, strategy, defense, attack, battle maneuvers, war engine warfare and control, and waging campaigns of war and sea conflict. They are able to engineer and enchant creations that can turn the tide of battle. Their presence among allies can zealously inspire, just as much as they can bring fear into the hearts of enemies. &lt;br /&gt;
==[[Templar | &#039;&#039;&#039;Templar&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE; NATURE: Mighty battle priests/clerics of the various deities and religions. They are skilled in the use of both heavy armor and weaponry.  Their divine powers can protect and destroy. &lt;br /&gt;
==[[Tomb Robber | &#039;&#039;&#039;Tomb Robber&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: Specialists in researching, finding, and negotiating through tombs, ancient sites, and highly trapped areas.&lt;br /&gt;
==[[Torment Master | &#039;&#039;&#039;Torment Master&#039;&#039;&#039;]]==&lt;br /&gt;
DIVINE: Divine keepers of some of the worst or most notorious prisoners, damned souls, and those who are bound to make atonement for their transgressions or overcoming great guilt. They are able to magically summon those who are supernaturally indebted. When the condemned have fulfilled their tasks or are slain, they are supernaturally removed from the presence of the keeper. The summoning and removal of the forsaken is usually quite disturbing to most viewers. Many of the prisoners come from vast supernatural prisons found in the world or from other planes and dimensions. The prisons that hold these captives are not always just; as there are prisoners that have been imprisoned by dark lords, kings, gods, demons, etc. Those that condemn the tormented receive something in turn for giving up their prisoners. The Torment Master does not determine whether a captive&#039;s obligation is fulfilled to its entirety, as that is decided by the judges and the conditions of the sentences.&lt;br /&gt;
==[[Tree Lord | &#039;&#039;&#039;Tree Lord&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE; NATURE: Divinely attuned to plants and trees, they gain powers, abilities, and physical features related to plants of all varieties. They have the ability to shape plants into desirable forms such as weapons, armor, and objects that are useful to overcome obstacles and threats. &lt;br /&gt;
==[[Undead Destroyer | &#039;&#039;&#039;Undead Destroyer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; DIVINE; ROGUISH: Dedicated adversaries to the undead with powers associated with either divinity, arcane power, or both. Some are powerful combatant engines of destruction or stealthy supernatural assassins. Undead destroyers can use the bones of their fallen foes to make supernatural creations such as armor, weapons, and mounts.&lt;br /&gt;
==[[Unholy Channeler | &#039;&#039;&#039;Unholy Channeler&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE: Wielders of unholy power that attacks the spirit or soul of an enemy. Their powers can be used to create unholy temples, altars, and cursed sites. They can also summon unholy creatures to serve them.&lt;br /&gt;
==[[Vision Master | &#039;&#039;&#039;Vision Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of divination and supernatural sight. Their powers of divination and prophecy can make them extremely hard to defeat in nearly any arena.&lt;br /&gt;
==[[Warmaster | &#039;&#039;&#039;Warmaster&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; CRAFT; DIVINE: Supernatural warriors driven to engage in battle. They are empowered by the gods, making them stronger, tougher, harder to strike, and quite unstoppable. They are experts in matters of battle and can change the tide of a fight. Their skills include making weaponry, armor, and war engines. Warmasters typically seek out to find or build the heaviest, most protective battle armor they can possess.&lt;br /&gt;
==[[Warrior | &#039;&#039;&#039;Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: The most basic of the fighting classes. They progress very quickly at the expense of not specializing. Monsters often take the path of the warrior.&lt;br /&gt;
==[[Weapon Master | &#039;&#039;&#039;Weapon Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: Specialized warriors that focus on mastering the art of fighting with weapons. They will often forsake heavier armor to maximize mobility in combat. While they are good in a direct fight, they sometimes focus on stealth to accomplish their missions.&lt;br /&gt;
==[[Witchdoctor | &#039;&#039;&#039;Witchdoctor&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE; NATURE: Tribal spellcasting wielders of healing and destructive powers. They can commune with and channel the power of spirits to aid them. They are capable makers of potions, talismans, magical weapons, and other supernatural aids.&lt;br /&gt;
==[[WitherMage-desiccator | &#039;&#039;&#039;WitherMage-desiccator&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE; ROGUISH: Withered wielders of deadly magic that withers their enemies and empowers the desiccator in return. They are typically reliant upon striking their enemies to steal their essence, so they often use stealth and learn to fight. Wither-Mages are often hard to tell apart from a desiccated corpse. They are also capable of animating their victims.&lt;br /&gt;
==[[Wizard | &#039;&#039;&#039;Wizard&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Wizards are the most well-rounded masters of the arts of spellcasting. They zealously learn all forms of arcane magic, and are quite powerful casters, despite their typical lack of specialization. Their efficacy of casting and thorough studies of their arts usually causes them to progress very slowly, thus explaining why many of the great wizards are often far along in their years. Among their great skills, they are great crafters of enchanted things.&lt;br /&gt;
==[[Wraith Master | &#039;&#039;&#039;Wraith Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Arcan spellcasters who seek the quick path to undeath and everlasting existence in the form of a wraith.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=Classes&amp;diff=2240</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Classes&amp;diff=2240"/>
		<updated>2026-09-11T08:38:06Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The classes presented here have basic descriptor names that may be subject to change. Some classes may later be absorbed into other classes, thus, also being subject to change.&lt;br /&gt;
&lt;br /&gt;
Each class falls into one or more categories of adventurer type. The category types are ARCANE, COMBAT, CRAFT, DIVINE, NATURE, and ROGUISH. The types are for reference, only. In some cases where there are multiple categories, the association might be a circumstantial exception rather than the rule, such as a class that might either be ARCANE in origin or DIVINE, but not necessarily both.&lt;br /&gt;
&lt;br /&gt;
==[[Air Master | &#039;&#039;&#039;Air Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Manipulates air and channels power from and through it. Not to be confused with an Element Master.&lt;br /&gt;
==[[Amazon | &#039;&#039;&#039;Amazon&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Female warriors that are trained to channel feminine energy to fight and defend.&lt;br /&gt;
==[[Archer | &#039;&#039;&#039;Archer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Specializes in the deadly combat use of bows and arrows.&lt;br /&gt;
==[[Assassin | &#039;&#039;&#039;Assassin&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: Uses stealth, combat ability, chemicals, and tricks to remove a target or enemy.&lt;br /&gt;
==[[Avenger | &#039;&#039;&#039;Avenger&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Holy fighters that channel divine destructive power to fight crusades and defeat enemies of the faith. However similar, the Avenger should not be confused with the Paladin class. &lt;br /&gt;
==[[Barbarian | &#039;&#039;&#039;Barbarian&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Wilderness fighters that rely on mobility, skill, toughness, and cunning to defeat enemies. Many barbarians are also berserkers.&lt;br /&gt;
==[[Bard | &#039;&#039;&#039;Bard&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Masters of lore that are able to channel magical powers through music. They are usually clever, charismatic, and agile, using their personalities and dexterity to conquer both friends and enemies.&lt;br /&gt;
==[[Beast Lord | &#039;&#039;&#039;Beast Lord&#039;&#039;&#039;]]==&lt;br /&gt;
NATURE: Their powers of nature give them dominion over animals that may even serve as loyal companions, protectors, and friends. This relationship also infuses animalistic abilities to aid them in matters of combat, stealth, and survival.&lt;br /&gt;
==[[Biomancer | &#039;&#039;&#039;Biomancer&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT: Masters of the body, who, through bio-magic and potions, are able to enhance themselves and others so that they may function beyond normal levels. As they progress, they can also permanently use muscles and organs of other creatures to replace those of their own bodies.&lt;br /&gt;
==[[Biotech Master | &#039;&#039;&#039;Biotech Master&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT: Masters of creating, animating, and grafting enchanted prosthetics and devices that enhance those who wear them. As they progress in power, they and those who use their body replacement parts will often become less and less human over time. Many who use the body enhancements or begin the artificial transformation, become addicted. Biotech masters will often work with Ornamancers or acquire that form of magic if possible.&lt;br /&gt;
==[[Bizarro | &#039;&#039;&#039;Bizarro&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Channelers of the most bizarre powers of chaos, mischief, sanity, and reality. They may use their powers to entertain, punish, defeat or destroy: as whatever their strange personal goals are; or even to honor the gods whose powers they&#039;ve discovered. Though the powers are garnered from extradimensional beings and gods, they are not considered divine unless they formally dedicate themselves to such a power on high and serve their temples.&lt;br /&gt;
==[[Blade Dancer | &#039;&#039;&#039;Blade Dancer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Masters of weapons that channel magical energy through their body and their weapons. Their fighting style looks like that of an energetic dance. The more graceful the body &#039;flows&#039; through movement, the more powerful the energy. Sometimes, they pause during a fight to build up energy and release it into an enemy with a powerful strike.&lt;br /&gt;
==[[Blaster | &#039;&#039;&#039;Blaster&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of raw magical energy used primarily for destructive attacks. They are famously noted for their strong, glowing aura and releasing their energy through both hands at once. &lt;br /&gt;
==[[Bounty Hunter | &#039;&#039;&#039;Bounty Hunter&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: &amp;quot;Swords for hire&amp;quot; that use cleverness, persistence, street-smarts, and strength to find and capture or kill - wanted men or creatures. Reputation is important to the Bounty Hunter class to earn notoriety. In Storm &amp;amp; Steel, they often work for [[Eternal Prison | Eternal Prison]].&lt;br /&gt;
==[[Change Master | &#039;&#039;&#039;Change Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of transmutation magical energy, which allows them to change part or all of their own bodies to enhance themselves. As they become more powerful, they are able to affect objects and creatures, and can change size considerably, whether to become bigger or smaller.&lt;br /&gt;
==[[Chess Master | &#039;&#039;&#039;Chess Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Specialized gamesters who channel magical energy through chess pieces and other game related objects and symbols. Such pieces act as servants, protectors, and magic talismans. Although this form of magic is garnered from the gods, it is not considered divine magic. The more powerful they become, the more powerful the pieces become, and the more they can potentially affect at one time.&lt;br /&gt;
==[[Chess Warrior | &#039;&#039;&#039;Chess Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: The Chess Warrior learns to channel the magical energy of the gods by embodying the same energy used by the Chess Master, but through themselves, rather than chess pieces. At first, the abilities are less potent. As they become more powerful, they are able to channel more power, eventually becoming similar to a living golem and able to use other powers. Similar to the Chess Master, the powers of the Chess Warrior are not considered divine, although granted by the gods. Chess Warriors are usually &#039;champion-protectors&#039; of some sort, often associated with nobility or royalty. They are quickly recognizable by their chess related attire, armor, and weaponry.&lt;br /&gt;
==[[Claw Master | &#039;&#039;&#039;Claw Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of a close and personal fighting style that uses clawed gauntlets, metal claws, or their actual claws if they have them. They typically develop a fighting style that mimics the movement of clawed creatures in their world. &lt;br /&gt;
==[[Constructocon | &#039;&#039;&#039;Constructocon&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Master crafters that use magic to alter reality to accelerate their ability to construct or break down structures. The more powerful they become, the quicker their work is completed, seeming to be instantaneous at times. They are able to shape raw materials with their bare hands. If they use their powers on a temporary basis, they&#039;re able to cause exceptionally quick changes, such as creating a pit, partially collapsing ceiling, and erecting protective barriers, even in the middle of a fight. Constructocons are highly sought out by communities, lords, and kings, since they are able to construct buildings and even castles in a shorter period of time.&lt;br /&gt;
==[[Creator | &#039;&#039;&#039;Creator&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Powerful magic wielders, granted powers by the gods, who are able to create creatures that can act as protectors, steeds, scouts, and companions. More powerful creators are able to create non-living objects.&lt;br /&gt;
==[[Crossarcher | &#039;&#039;&#039;Crossarcher&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of the deadly combat use of crossbows and bolts/quarrels.&lt;br /&gt;
==[[Crusher-Smasher | &#039;&#039;&#039;Crusher-Smasher&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of destruction by means of smashing with fists, gauntlets, oversized knuckle-dusters, etc. When fully trained, their fists are like maces and become even more destructive as they become more powerful. They usually become insanely strong and tend to go berserk.&lt;br /&gt;
==[[Crystallomancer | &#039;&#039;&#039;Crystallomancer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Magical shapers and channelers of crystals and crystal magic. &lt;br /&gt;
==[[Dark Harvest Witch | &#039;&#039;&#039;Dark Harvest Witch&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; NATURE: Users of a corrupt form of magic that, among the many things they can do, can manipulate hellfire magic and can be used to create animated scarecrows and other golem-like beings. They can affect harvests with their corrupt powers and control creatures. As they become more powerful, they typically become less and less human.&lt;br /&gt;
==[[Dark Knight | &#039;&#039;&#039;Dark Knight&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Uses heavy armor and weapons and channels dark powers to aid in combat and fulfill their dark lives and goals. Dark Knights often serve a great master, such as a powerful dark lord, king, or god. When they ascend in power, they often become dark lords. They are the quintessential doomed champion. Dark Knights aren&#039;t necessarily evil but often known for questionable acts even if they&#039;re not evil.&lt;br /&gt;
==[[Death Lord | &#039;&#039;&#039;Death Lord&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of death-based magic, including the animation of the dead and draining life-force from the living. At the height of their power, they often become dark lords. While Death Masters are often viewed with alarm and are known for doing deeds that are rejected by most societies, they are not in all cases evil. It is not completely unknown for Death Masters to even have a good heart.&lt;br /&gt;
==[[Death Warrior | &#039;&#039;&#039;Death Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE: These macabre warriors surround themselves in the trappings of the dead and channel power from and through them. They are often worshippers of gods of death, undeath, afterlife, and gods of other related areas of influence in the pantheon. Though they venerate those who have passed before them, they typically will reverently take their weapons of war, armor, and treasures. The older the treasures they take, the more powerful they can become. They typically view Returned Saints with awe.&lt;br /&gt;
==[[Deck Master | &#039;&#039;&#039;Deck Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Channel magic power through special decks of card. Some special cards have unique powers. Deck Masters are often easily identified by their card themed attire and affinity for card games.&lt;br /&gt;
==[[Deck Warrior-Knight | &#039;&#039;&#039;Deck Warrior-Knight&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Warriors or Knights that serve the gods and powerful beings of the cards and channel the power of the cards to aid them in combat. They are not considered Divine, nor do they have a wide variety of powers as the Deck Master has. They are typically armed and attired in card themed gear, thus easily recognizable. &lt;br /&gt;
==[[Deity Vessel (Herald, Avatar, Champion, Chosen, Blessed, Keeper) | &#039;&#039;&#039;Deity Vessel (Herald, Avatar, Champion, Chosen, Blessed, Keeper)&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; DIVINE; NATURE; ROGUISH: Some deities find faithful servants that wish to become direct vessels of their power and influence. They begin an early transformation, that over time, may form them into the likeness of the god or the god&#039;s close servants. Such is the case of the Avatar Vessel. The god given powers of each of the vessels are more specialized than that of Priests and often are more potent. Deity Vessels are typically easy to spot, as they often have divine energy swirling about them in what might be described as a halo.&lt;br /&gt;
==[[Desert Master | &#039;&#039;&#039;Desert Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; ROGUISH: Mystical warriors that become one with the spirits of the desert. They are survivalists that bring the desert spirits with them, however, their greatest strength is achieved while in deserts and wastelands.&lt;br /&gt;
==[[Desolator | &#039;&#039;&#039;Desolator&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE: Draw magic from dark gods, living things, and the land to use their powers against living things to great effect. The path of the Desolator gruesomely changes their countenance.&lt;br /&gt;
==[[Destroyer | &#039;&#039;&#039;Destroyer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Warriors capable of channeling destructive physical and supernatural power to amplify their combat abilities to become unstoppable foes.&lt;br /&gt;
==[[Divine Assassin | &#039;&#039;&#039;Divine Assassin&#039;&#039;&#039;]]==&lt;br /&gt;
DIVINE; ROGUISH: Killers that serve the temples of the gods within an alliance. They have many of the skills of an assassin but have supernatural powers granted by The Divine.&lt;br /&gt;
==[[Divinity Master | &#039;&#039;&#039;Divinity Master&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE: A form of priest that has more direct access to divine power but has less combat acumen. Their powers are more influential to their cause and gives them the power to create enchanted holy artifacts, relics, and sites. They are able to summon divine beings to aid and pprotect them.&lt;br /&gt;
==[[Druid | &#039;&#039;&#039;Druid&#039;&#039;&#039;]]==&lt;br /&gt;
DIVINE; NATURE: Divine priests highly attuned to the natural world and the land.&lt;br /&gt;
==[[Dungeoneer | &#039;&#039;&#039;Dungeoneer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: Dedicated explorers that specialize in navigating dungeons, underground environments, and wilderness settings. They are accomplished fighters and trap-finders. They rely on clever problem solving, endurance, agility, and intuition to get them through deadly traps, monsters, and magical challenges. They live for the challenge!&lt;br /&gt;
==[[Element Master | &#039;&#039;&#039;Element Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Often named as Elementalists, they are able to call on the power of the elements and summon elemental creatures from other dimensions. They can either specialize in a single elemental realm or attune with all of them. While a &#039;universal elementalist&#039; has access to a wider array of powers, the specialized elementalist is more effective with the degree of power they are able to channel in their specific element.&lt;br /&gt;
==[[Elemental Warrior | &#039;&#039;&#039;Elemental Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE: Warrior with elemental power channeling through their bodies. They can dedicate themselves to a single elemental force or all of them at once. Those that specialize have more potent powers but lack the variety of powers granted to them that the &#039;universal elementalist warrior&#039; has.&lt;br /&gt;
==[[Enchantment Master | &#039;&#039;&#039;Enchantment Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of channeling magical energy, particularly through objects. They are not limited to objects, however, and may ensorcel creatures of all sorts. Their powers are best used in conjunction with other forms of magic and will often work alongside other caster types.&lt;br /&gt;
==[[Eye Lord | &#039;&#039;&#039;Eye Lord&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE: Masters of magic, both arcane and divine, they channel the power of the muti-eyed gods that are known for having - and granting -their powers to the eyes of their faithful. Powers of special sight, prophesy, seeing and traveling to other dimensions are among the gifts, as are weapons of destruction channeled through the eyes. Eye Lords gain additional eyes as they achieve greater power. Creatures that already have several extra eyes have an advantage over those that don&#039;t. However, a cyclops or other single-eyed creatures are particularly gifted with intense power but will not be granted extra permanent eyes.&lt;br /&gt;
==[[Fey Master | &#039;&#039;&#039;Fey Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE; ROGUISH: Fey Masters are closely attuned to the Seelie Powers that be. They are either allies to the Fey or its enslavers. They gain powers of fey creatures and are able to easily travel their unique world and understand its secrets. They are able to summon faeries and other fey-related creature to serve them, whether by alliance or coercion as a fey master. Holes open up from nowhere and the fey issue out when summoned.&lt;br /&gt;
==[[Fire &amp;amp; Ice Master | &#039;&#039;&#039;Fire &amp;amp; Ice Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Warrior-mages that use both the powers of fire and ice.&lt;br /&gt;
==[[Fire Master | &#039;&#039;&#039;Fire Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Warrior-mages that use the power of fire.&lt;br /&gt;
==[[Fist Master | &#039;&#039;&#039;Fist Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Fighters which specialize in fist combat and other fist associated weaponry. Unlike the Crusher/Smashers, they rely on finesse and skill than primarily raw power, although they can strike with great effect. They will sometimes pair their fists with weapons and kicks.&lt;br /&gt;
==[[Flesh Crafter | &#039;&#039;&#039;Flesh Crafter&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Can shape flesh and replace missing limbs with replacements. Some of these alterations can be made permanent when powerful enough to complete the task.&lt;br /&gt;
==[[Fleshbone Grafter | &#039;&#039;&#039;Fleshbone Grafter&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Can attach flesh and bone to themselves and allies to enhance their bodies, and give them abilities not otherwise possible, such as wings for flying.&lt;br /&gt;
==[[Fool | &#039;&#039;&#039;Fool&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Entertainers that are masters of trickery, illusion, and evasion.&lt;br /&gt;
==[[Forge Master | &#039;&#039;&#039;Forge Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Sculptors of metal that can imbue power into their creations. One of the strengths of being a Forge Master is their intimate understanding and skill in the use of the very things that they are able to fashion.&lt;br /&gt;
==[[Gate Master | &#039;&#039;&#039;Gate Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Creators of magical portals to other places, dimensions, and planes. As they progress in power the portals can be made larger and permanent.&lt;br /&gt;
==[[Gladiator | &#039;&#039;&#039;Gladiator&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of combat that have forged a living from performing in public combat.&lt;br /&gt;
==[[Goblin Summoner | &#039;&#039;&#039;Goblin Summoner&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; ROGUISH: Goblin Summoners are closely attuned to the Unseelie Powers that be. They are either allies to the unseelie or its enslavers. They gain powers of dark fey creatures and are able to easily travel their unique world and understand its secrets. They are able to summon goblins and other unseelie creatures to serve them, whether by alliance or coercion as a goblin master. Holes open up from nowhere and the goblins issue out when summoned.&lt;br /&gt;
==[[Golem Maker | &#039;&#039;&#039;Golem Maker&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Makers of golems, typically but not always, as destructive constructs or combatants. A golem maker will usually craft one or more special golems as constant protectors to engage in combat on their behalf. Golem Makers can also create devices using their potent powers of animation.&lt;br /&gt;
==[[Harlequin | &#039;&#039;&#039;Harlequin&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; ROGUISH: Talented magical performers with great skills that can make them particularly deadly. Harlequins typically fall into specific groups exhibiting similar powers. &lt;br /&gt;
==[[Harvest Witch | &#039;&#039;&#039;Harvest Witch&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; NATURE: Wielders of magic that can animate scarecrows and influence or control creatures as servants. They can empower harvests with their magic.&lt;br /&gt;
==[[Healer | &#039;&#039;&#039;Healer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Healers are able to heal and cure by using arcane, divine, or nature-based powers; however, it is possible for some healers to heal by two or more of the power sources.&lt;br /&gt;
==[[Ice Master | &#039;&#039;&#039;Ice Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Warrior-mages that use the power of ice.&lt;br /&gt;
==[[Illusion Master | &#039;&#039;&#039;Illusion Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Create illusions by either creating visible and audible &#039;phantom&#039; objects or creatures - or by directly influencing or attacking the mind of creatures. Powerful illusionists are able to make thoughts into reality.&lt;br /&gt;
==[[Ironmancer-clanker | &#039;&#039;&#039;Ironmancer-clanker&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; DIVINE: Magic manipulators of iron and steel that are able to shape and control it, whether to craft or magically use it in combat. The source of magic may be arcane and/or divine in nature. &lt;br /&gt;
==[[Jester | &#039;&#039;&#039;Jester&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Entertainers who use clever magic and feats of agility and dexterity.&lt;br /&gt;
==[[Knight | &#039;&#039;&#039;Knight&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Well-trained fighters who use heavy armor and specialized weapons in combat on horse or on foot. They are typically bound by some code of conduct which is both military and societal.&lt;br /&gt;
==[[Lich Master | &#039;&#039;&#039;Lich Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Arcane spellcasters who seek the quick path to undeath and everlasting existence in the form of a lich.&lt;br /&gt;
==[[Lore Master | &#039;&#039;&#039;Lore Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Masters of knowledge and lore, with specialization in the secrets of magic.&lt;br /&gt;
==[[Maestro | &#039;&#039;&#039;Maestro&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE: Magisters who channel magic in the form of powerful music. Mastery sometimes includes the ability and skills necessary to create magical musical tools for amplifying their power.&lt;br /&gt;
==[[Mage | &#039;&#039;&#039;Mage&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Well-rounded spellcasters that know many forms of magic but have focused on one or more forms disproportionately.&lt;br /&gt;
==[[Magiotech-arcangineer | &#039;&#039;&#039;Magiotech-arcangineer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Masters of mechanical creations animated by a variety of power sources. They will often use their creations as personal protection or weapons.&lt;br /&gt;
==[[Magus | &#039;&#039;&#039;Magus&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE: Gifted with magic, they have spell-like powers that are either inherited through bloodlines or granted by supernatural events, beings, or gods.&lt;br /&gt;
==[[Martial Artist | &#039;&#039;&#039;Martial Artist&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Trained combatants that strive for mastery of the body and to learn the discipline of skills of unarmed and armed combat. Some martial artists train in the mastery of the mind and personal spiritual energy, as well. There are many styles and paths for such fighters to attain mastery.&lt;br /&gt;
==[[Mind Master | &#039;&#039;&#039;Mind Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Magical masters of their own minds and that of others. With their magical mental powers, they are able to affect the world around them.&lt;br /&gt;
==[[Monster Master | &#039;&#039;&#039;Monster Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; NATURAL: Able to use their powers to summon and control monsters.&lt;br /&gt;
==[[Monster Rider-Destriot | &#039;&#039;&#039;Monster Rider-Destriot&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; NATURE: Able to attune to monsters and gain them as companions and mounts.&lt;br /&gt;
==[[Moon Mage | &#039;&#039;&#039;Moon Mage&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Channelers able to garner power from moons. Their powers may have been granted either by powerful supernatural beings or gods, or by nature or bloodline. &lt;br /&gt;
==[[Moon Warrior | &#039;&#039;&#039;Moon Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE: Warriors who gain abilities from moons, enhancing their ability to fight and giving them minor powers.&lt;br /&gt;
==[[Ornamancer | &#039;&#039;&#039;Ornamancer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE: Crafters and enchanters of magical items that are typically made of valuable materials that are usually very elaborate. Such magic strongly relies on intricate relief to create more surface area for the magic to adhere upon/within. The more elaborate: the greater the potential for stronger magical effects.&lt;br /&gt;
==[[Paladin | &#039;&#039;&#039;Paladin&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Warriors empowered by divine beings, gods, or even divine supernatural events to serve a greater purpose. They are defenders of the faith and the downtrodden.&lt;br /&gt;
==[[Plague Bearer | &#039;&#039;&#039;Plague Bearer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE: Bear the powers to control and deliver rot, destruction, sickness, and disease. While they are victims of the very powers they can wield, the effects do not hinder them in combat, despite their seemingly broken condition.&lt;br /&gt;
==[[Plunderer | &#039;&#039;&#039;Plunderer&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: They are adventurer-thieves that have a lust for amassing treasure. They are experts on locating treasure sites and overcoming traps and other obstacles.&lt;br /&gt;
==[[Power Master | &#039;&#039;&#039;Power Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Wielders of raw magic power that specializes in the use of kinetic force and destructive blasts of various types of energy.&lt;br /&gt;
==[[Priest | &#039;&#039;&#039;Priest&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE: Servants of deities that wield power granted by the god or gods they serve. They are responsible for creating relics of power for the faith.&lt;br /&gt;
==[[Puppet Master | &#039;&#039;&#039;Puppet Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; ROGUISH: Masters of animation of small golem-like servants and companions. They are typically able to make and control several animated puppets at one time and instill unique powers, abilities, and skills into them. Part of being able to give their creations such abilities are garnered through their own personal skill development. Such skills are honed as they often must work alongside their own creations.&lt;br /&gt;
==[[Ranger | &#039;&#039;&#039;Ranger&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; CRAFT; NATURE; ROGUISH: Masters of exploration and the wilderness. They are deadly combatants that often are able to wield the powers of nature to aid them. Much of their deadliness is factored by their mastery of stealth. Aside from combat ability, they are often great craftsman.&lt;br /&gt;
==[[Raven/Crow Master | &#039;&#039;&#039;Raven/Crow Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE; ROGUISH: Mysteriously attuned with the divinity and/or supernatural power of the exceptionally empowered crow or raven spirits of the world - but not both - for there is great animosity between them. They can communicate with and control crows or ravens and can use special supernatural powers associated with whichever avian they are attuned. They are masters of shadow and are hard to find in darkened places when they do not wish to be seen. &lt;br /&gt;
==[[Rune Master | &#039;&#039;&#039;Rune Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE: Able to craft, empower, and wield the power of runes. While Rune Masters do use physical runes of stone, bone, metal, etc., they are also able to conjure and etch runes into the fabric of reality, seemingly out of thin air. Rune Masters will often learn other forms of magic or will work with other spellcasters to create powerful enchanted works of wonder, as their empowered runes amplify the magic of other sources. &lt;br /&gt;
==[[Saint | &#039;&#039;&#039;Saint&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Beings made holy due to their closeness with a god. Many Saints have been long dead but returned to the world of the living by their patron deity. These are known as Returned Saints. Returned Saints (also known as Catacomb Saints) have typically been interred into a resting place and their bodies/bones bejeweled, adorned in precious metals, or even gilded. Saints of either type are hard to kill or destroy, often being heavily protected and empowered with the means to defeat enemies of the faith, as well as the means of continuing their holy works.&lt;br /&gt;
==[[Scout | &#039;&#039;&#039;Scout&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: Skilled at wilderness survival, navigation, and traveling great distances quickly, they are often masters of stealth that are associated with a military force, noble alliance, or royal faction. They are often entrusted with delivering important information.&lt;br /&gt;
==[[Sea Master | &#039;&#039;&#039;Sea Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE; ROGUISH: Attuned to bodies of water and the creatures within them, they are magical masters of their watery world. Some are granted power by divine means, while others garner their powers from nature itself or some elemental infusion.&lt;br /&gt;
==[[Sentinel | &#039;&#039;&#039;Sentinel&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Guardians of divine origin or of an order of protectors, they stand ready to guard important sites, people, or precious objects. They are able to stand watch without rest, and their powerful senses detect those who would seek to bypass their protection or assault them. While they are deadly combatants, their greatest strength are their defensive powers, as they are difficult to strike and hard to harm once struck.&lt;br /&gt;
==[[Shadow | &#039;&#039;&#039;Shadow&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Supernatural masters of shadow.&lt;br /&gt;
==[[Shaman | &#039;&#039;&#039;Shaman&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE; NATURE: Attuned with spirits of supernatural beings, animals, creatures, ancestors, etc. they are granted powers by their intimate association with them. Their powers are typically in the form of protection, physical enhancements, healing, divination, and some supernatural attacks. Not to be confused with Witchdoctors, however similar.&lt;br /&gt;
==[[Sharpshooter | &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; COMBAT; ROGUISH: Masters of firearms and similar firing devices, they are excellent at firing in both close and far ranges, often specializing in one range category over another. They will often learn to craft their own weapons and ammunition for optimization, particularly since such weapons are rare.&lt;br /&gt;
==[[Shipmaster | &#039;&#039;&#039;Shipmaster&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: Masters of seagoing vessels, they specialize in combat at sea and are excellent at negotiating ropes and rigging.&lt;br /&gt;
==[[Siren | &#039;&#039;&#039;Siren&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; NATURE: Use their voices, song, touch, and gaze to ensorcel their foes or even amaze the masses.&lt;br /&gt;
==[[Slayer | &#039;&#039;&#039;Slayer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE; ROGUISH: Dedicated combatants that are master killers. They are usually driven to slay by their hate for a particular type of foe, however, there are those who do not specialize. They are often sought for their expertise. Some slayers are associated with a religious group that is dedicated to destroying a particular foe that they fight endlessly, such as demons. Such associations grant slayers unique diving powers.&lt;br /&gt;
==[[Sniper | &#039;&#039;&#039;Sniper&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; ROGUISH: Assassins that are specialized in taking a target out at a great distance. Such specialization may be done with bow, crossbow, firearm, or other ranged weapon, but usually not by more than one weapon type without taking the additional training to do so. Their weapons are typically custom made for optimization, and the sniper will often craft them personally.&lt;br /&gt;
==[[Sorcerer | &#039;&#039;&#039;Sorcerer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Sorcerers typically garner power from gods and beings from other dimensions, which makes them potent casters. They specialize in using devices and enchanted items to focus and amplify their powers. As a spellcaster, they are typically very well-rounded in the assortment of available powers.&lt;br /&gt;
==[[Specter Master | &#039;&#039;&#039;Specter Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Arcane spellcasters that seek a quick path to undeath and everlasting existence in the form of a specter.&lt;br /&gt;
==[[Spellblade | &#039;&#039;&#039;Spellblade&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; COMBAT: Combatants that channel magical spells through their weapons. They typically will craft their own weapons and are able to transfer magic powers from one weapon to another that they have crafted.&lt;br /&gt;
==[[Spirit Master | &#039;&#039;&#039;Spirit Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Spellcasters that have a deep understanding of the spirit world and are able to use spirit powers. As such, they are even able to animate objects by imbuing them with a spirit.&lt;br /&gt;
==[[Spirit Totem Master | &#039;&#039;&#039;Spirit Totem Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE; NATURE: Their deep understanding of nature and the spirit world and the specific spirits within them, allows them to channel spirits within them, granting them abilities and even the power to transform into a living form of the spirit or a hybrid thereof. As they gain power, they are able to share the totem powers with others and even transform them as well. Spirit Totem Masters are most powerful in the spirit world and other similar dimensions or planes.&lt;br /&gt;
==[[Stalker | &#039;&#039;&#039;Stalker&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: Specialists whose talent of stealth and spying come easy. Their ability to avoid detection even in close conditions is remarkable.&lt;br /&gt;
==[[Steam Mage | &#039;&#039;&#039;Steam Mage&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Masters of creations using steam and mechanical sciences. They are able to make personal magic, steam-powered equipment as well as large machines that can be used as weapons or for construction and excavation. They are also capable of making air ships.&lt;br /&gt;
==[[Supreme Commander | &#039;&#039;&#039;Supreme Commander&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; CRAFT; DIVINE: Magical masters of tactics, strategy, defense, attack, battle maneuvers, war engine warfare and control, and waging campaigns of war and sea conflict. They are able to engineer and enchant creations that can turn the tide of battle. Their presence among allies can zealously inspire, just as much as they can bring fear into the hearts of enemies. &lt;br /&gt;
==[[Templar | &#039;&#039;&#039;Templar&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE; NATURE: Mighty battle priests/clerics of the various deities and religions. They are skilled in the use of both heavy armor and weaponry.  Their divine powers can protect and destroy. &lt;br /&gt;
==[[Tomb Robber | &#039;&#039;&#039;Tomb Robber&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: Specialists in researching, finding, and negotiating through tombs, ancient sites, and highly trapped areas.&lt;br /&gt;
==[[Torment Master | &#039;&#039;&#039;Torment Master&#039;&#039;&#039;]]==&lt;br /&gt;
DIVINE: Divine keepers of some of the worst or most notorious prisoners, damned souls, and those who are bound to make atonement for their transgressions or overcoming great guilt. They are able to magically summon those who are supernaturally indebted. When the condemned have fulfilled their tasks or are slain, they are supernaturally removed from the presence of the keeper. The summoning and removal of the forsaken is usually quite disturbing to most viewers. Many of the prisoners come from vast supernatural prisons found in the world or from other planes and dimensions. The prisons that hold these captives are not always just; as there are prisoners that have been imprisoned by dark lords, kings, gods, demons, etc. Those that condemn the tormented receive something in turn for giving up their prisoners. The Torment Master does not determine whether a captive&#039;s obligation is fulfilled to its entirety, as that is decided by the judges and the conditions of the sentences.&lt;br /&gt;
==[[Tree Lord | &#039;&#039;&#039;Tree Lord&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE; NATURE: Divinely attuned to plants and trees, they gain powers, abilities, and physical features related to plants of all varieties. They have the ability to shape plants into desirable forms such as weapons, armor, and objects that are useful to overcome obstacles and threats. &lt;br /&gt;
==[[Undead Destroyer | &#039;&#039;&#039;Undead Destroyer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; DIVINE; ROGUISH: Dedicated adversaries to the undead with powers associated with either divinity, arcane power, or both. Some are powerful combatant engines of destruction or stealthy supernatural assassins. Undead destroyers can use the bones of their fallen foes to make supernatural creations such as armor, weapons, and mounts.&lt;br /&gt;
==[[Unholy Channeler | &#039;&#039;&#039;Unholy Channeler&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE: Wielders of unholy power that attacks the spirit or soul of an enemy. Their powers can be used to create unholy temples, altars, and cursed sites. They can also summon unholy creatures to serve them.&lt;br /&gt;
==[[Vision Master | &#039;&#039;&#039;Vision Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of divination and supernatural sight. Their powers of divination and prophecy can make them extremely hard to defeat in nearly any arena.&lt;br /&gt;
==[[Warmaster | &#039;&#039;&#039;Warmaster&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; CRAFT; DIVINE: Supernatural warriors driven to engage in battle. They are empowered by the gods, making them stronger, tougher, harder to strike, and quite unstoppable. They are experts in matters of battle and can change the tide of a fight. Their skills include making weaponry, armor, and war engines. Warmasters typically seek out to find or build the heaviest, most protective battle armor they can possess.&lt;br /&gt;
==[[Warrior | &#039;&#039;&#039;Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: The most basic of the fighting classes. They progress very quickly at the expense of not specializing. Monsters often take the path of the warrior.&lt;br /&gt;
==[[Weapon Master | &#039;&#039;&#039;Weapon Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: Specialized warriors that focus on mastering the art of fighting with weapons. They will often forsake heavier armor to maximize mobility in combat. While they are good in a direct fight, they sometimes focus on stealth to accomplish their missions.&lt;br /&gt;
==[[Witchdoctor | &#039;&#039;&#039;Witchdoctor&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE; NATURE: Tribal spellcasting wielders of healing and destructive powers. They can commune with and channel the power of spirits to aid them. They are capable makers of potions, talismans, magical weapons, and other supernatural aids.&lt;br /&gt;
==[[WitherMage-desiccator | &#039;&#039;&#039;WitherMage-desiccator&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE; ROGUISH: Withered wielders of deadly magic that withers their enemies and empowers the desiccator in return. They are typically reliant upon striking their enemies to steal their essence, so they often use stealth and learn to fight. Wither-Mages are often hard to tell apart from a desiccated corpse. They are also capable of animating their victims.&lt;br /&gt;
==[[Wizard | &#039;&#039;&#039;Wizard&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Wizards are the most well-rounded masters of the arts of spellcasting. They zealously learn all forms of arcane magic, and are quite powerful casters, despite their typical lack of specialization. Their efficacy of casting and thorough studies of their arts usually causes them to progress very slowly, thus explaining why many of the great wizards are often far along in their years. Among their great skills, they are great crafters of enchanted things.&lt;br /&gt;
==[[Wraith Master | &#039;&#039;&#039;Wraith Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Arcan spellcasters who seek the quick path to undeath and everlasting existence in the form of a wraith.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
		<id>http://singerhosting.ddns.net/index.php?title=Classes&amp;diff=2239</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Classes&amp;diff=2239"/>
		<updated>2026-09-11T08:00:47Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The classes presented here have basic descriptor names that may be subject to change. Some classes may later be absorbed into other classes, thus, also being subject to change.&lt;br /&gt;
&lt;br /&gt;
Each class falls into one or more categories of adventurer type. The category types are ARCANE, COMBAT, CRAFT, DIVINE, NATURE, and ROGUISH. The types are for reference, only. In some cases where there are multiple categories, the association might be a circumstantial exception rather than the rule, such as a class that might either be ARCANE in origin or DIVINE, but not necessarily both.&lt;br /&gt;
&lt;br /&gt;
==[[Air Master | &#039;&#039;&#039;Air Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Manipulates air and channels power from and through it. Not to be confused with an Element Master.&lt;br /&gt;
==[[Amazon | &#039;&#039;&#039;Amazon&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Female warriors that are trained to channel feminine energy to fight and defend.&lt;br /&gt;
==[[Archer | &#039;&#039;&#039;Archer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Specializes in the deadly combat use of bows and arrows.&lt;br /&gt;
==[[Assassin | &#039;&#039;&#039;Assassin&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: Uses stealth, combat ability, chemicals, and tricks to remove a target or enemy.&lt;br /&gt;
==[[Avenger | &#039;&#039;&#039;Avenger&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Holy fighters that channel divine destructive power to fight crusades and defeat enemies of the faith. However similar, the Avenger should not be confused with the Paladin class. &lt;br /&gt;
==[[Barbarian | &#039;&#039;&#039;Barbarian&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Wilderness fighters that rely on mobility, skill, toughness, and cunning to defeat enemies. Many such barbarians are also berserkers.&lt;br /&gt;
==[[Bard | &#039;&#039;&#039;Bard&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Masters of lore that are able to channel magical powers through music. They are usually clever, charismatic, and agile, using their personalities and dexterity to conquer both friends and enemies.&lt;br /&gt;
==[[Beast Lord | &#039;&#039;&#039;Beast Lord&#039;&#039;&#039;]]==&lt;br /&gt;
NATURE: Their powers of nature give them dominion over animals which will serve as loyal companions, protectors, and friends. This relationship also infuses animalistic abilities to aid them in matters of combat, stealth, and survival.&lt;br /&gt;
==[[Biomancer | &#039;&#039;&#039;Biomancer&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT: Masters of the body, who, through bio-magic and potions, are able to enhance themselves and others to function beyond normal levels. As they progress, they can also permanently replace/infuse muscles and organs of other creatures with that of their own bodies.&lt;br /&gt;
==[[Biotech Master | &#039;&#039;&#039;Biotech Master&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT: Masters of creating, animating, and oftentimes grafting enchanted prosthetics and devices that enhance those who wear them. As they progress in power, they and their clients will often become less and less human over time.&lt;br /&gt;
==[[Bizarro | &#039;&#039;&#039;Bizarro&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Channelers of the most bizarre powers of chaos, mischief, sanity, and reality to entertain, punish, defeat or destroy: as whatever their personal goals are; or to honor the gods whose powers they&#039;ve discovered. Though the powers are garnered from extradimensional beings and gods, they are not considered divine unless they formally dedicate themselves to such a power on high and serve their temples.&lt;br /&gt;
==[[Blade Dancer | &#039;&#039;&#039;Blade Dancer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Masters of weapons that channel magical energy through their body and the weapons by what looks like an energetic dance. The better the body &#039;flows&#039; through movement, the more powerful the energy.&lt;br /&gt;
==[[Blaster | &#039;&#039;&#039;Blaster&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of raw magical energy used primarily for destructive attacks. They are famously noted for their strong, glowing aura and releasing energy through both hands at once. &lt;br /&gt;
==[[Bounty Hunter | &#039;&#039;&#039;Bounty Hunter&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: &amp;quot;Swords for hire&amp;quot; that use cleverness, persistence, street-smarts, and strength to find and capture or kill - wanted men or creatures. Reputation is important to the Bounty Hunter class to earn notoriety.&lt;br /&gt;
==[[Change Master | &#039;&#039;&#039;Change Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of transmutation magical energy, which allows them to change part or all of their own bodies to enhance themselves. As they become more powerful, they are able to affect objects and creatures, and can change size considerably, whether to become bigger or smaller.&lt;br /&gt;
==[[Chess Master | &#039;&#039;&#039;Chess Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Specialized gamesters who channel magical energy through chess pieces and other game related objects and symbols. Such pieces act as servants, protectors, and magic talismans. Although this form of magic is garnered from the gods, it is not considered divine magic. The more powerful they become, the more powerful the pieces become, and the more they can potentially affect at one time.&lt;br /&gt;
==[[Chess Warrior | &#039;&#039;&#039;Chess Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: The Chess Warrior learns to channel the magical energy of the gods by embodying the same energy used by the Chess Master, but through themselves, rather than chess pieces. At first, the abilities are less potent. As they become more powerful, they are able to channel more power, eventually becoming similar to a living golem and able to use other powers. Similar to the Chess Master, the powers of the Chess Warrior are not considered divine, although granted by the gods. Chess Warriors are usually &#039;champion-protectors&#039; of some sort, often associated with nobility or royalty. They are quickly recognizable by their chess related attire, armor, and weaponry.&lt;br /&gt;
==[[Claw Master | &#039;&#039;&#039;Claw Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of a close and personal fighting style that uses clawed gauntlets, metal claws, or their actual claws if they have them. They typically develop a fighting style that mimics the movement of clawed creatures in their world. &lt;br /&gt;
==[[Constructocon | &#039;&#039;&#039;Constructocon&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Master crafters that use magic to alter reality to accelerate their ability to construct or break down structures. The more powerful they become, the quicker their work is completed, seeming to be instantaneous at times. They are able to shape raw materials with their bare hands. If they use their powers on a temporary basis, they&#039;re able to cause exceptionally quick changes, such as creating a pit, partially collapsing ceiling, and erecting protective barriers, even in the middle of a fight. Constructocons are highly sought out by communities, lords, and kings, since they are able to construct buildings and even castles in a shorter period of time.&lt;br /&gt;
==[[Creator | &#039;&#039;&#039;Creator&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Powerful magic wielders, granted powers by the gods, who are able to create creatures that can act as protectors, steeds, scouts, and companions. More powerful creators are able to create non-living objects.&lt;br /&gt;
==[[Crossarcher | &#039;&#039;&#039;Crossarcher&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of the deadly combat use of crossbows and bolts/quarrels.&lt;br /&gt;
==[[Crusher-Smasher | &#039;&#039;&#039;Crusher-Smasher&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of destruction by means of smashing with fists, gauntlets, oversized knuckle-dusters, etc. When fully trained, their fists are like maces and become even more destructive as they become more powerful. They usually become insanely strong and tend to go berserk.&lt;br /&gt;
==[[Crystallomancer | &#039;&#039;&#039;Crystallomancer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Magical shapers and channelers of crystals and crystal magic. &lt;br /&gt;
==[[Dark Harvest Witch | &#039;&#039;&#039;Dark Harvest Witch&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; NATURE: Users of a corrupt form of magic that, among the many things they can do, can manipulate hellfire magic and can be used to create animated scarecrows and other golem-like beings. They can affect harvests with their corrupt powers and control creatures. As they become more powerful, they typically become less and less human.&lt;br /&gt;
==[[Dark Knight | &#039;&#039;&#039;Dark Knight&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Uses heavy armor and weapons and channels dark powers to aid in combat and fulfill their dark lives and goals. Dark Knights often serve a great master, such as a powerful dark lord, king, or god. When they ascend in power, they often become dark lords. They are the quintessential doomed champion. Dark Knights aren&#039;t necessarily evil but often known for questionable acts even if they&#039;re not evil.&lt;br /&gt;
==[[Death Lord | &#039;&#039;&#039;Death Lord&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of death-based magic, including the animation of the dead and draining life-force from the living. At the height of their power, they often become dark lords. While Death Masters are often viewed with alarm and are known for doing deeds that are rejected by most societies, they are not in all cases evil. It is not completely unknown for Death Masters to even have a good heart.&lt;br /&gt;
==[[Death Warrior | &#039;&#039;&#039;Death Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE: These macabre warriors surround themselves in the trappings of the dead and channel power from and through them. They are often worshippers of gods of death, undeath, afterlife, and gods of other related areas of influence in the pantheon. Though they venerate those who have passed before them, they typically will reverently take their weapons of war, armor, and treasures. The older the treasures they take, the more powerful they can become. They typically view Returned Saints with awe.&lt;br /&gt;
==[[Deck Master | &#039;&#039;&#039;Deck Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Channel magic power through special decks of card. Some special cards have unique powers. Deck Masters are often easily identified by their card themed attire and affinity for card games.&lt;br /&gt;
==[[Deck Warrior-Knight | &#039;&#039;&#039;Deck Warrior-Knight&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Warriors or Knights that serve the gods and powerful beings of the cards and channel the power of the cards to aid them in combat. They are not considered Divine, nor do they have a wide variety of powers as the Deck Master has. They are typically armed and attired in card themed gear, thus easily recognizable. &lt;br /&gt;
==[[Deity Vessel (Herald, Avatar, Champion, Chosen, Blessed, Keeper) | &#039;&#039;&#039;Deity Vessel (Herald, Avatar, Champion, Chosen, Blessed, Keeper)&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; DIVINE; NATURE; ROGUISH: Some deities find faithful servants that wish to become direct vessels of their power and influence and begin an early transformation that over time may possibly slowly transform them into the likeness of the god or their close servants, such as the case of the Avatar Vessel. Their god given powers are more specialized than that of Priests, but often more potent.&lt;br /&gt;
==[[Desert Master | &#039;&#039;&#039;Desert Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; ROGUISH: Mystical warriors that become one with the spirits of the desert. They are survivalists that bring the desert spirits with them, however, their greatest strength is achieved while in deserts and wastelands.&lt;br /&gt;
==[[Desolator | &#039;&#039;&#039;Desolator&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE: Draw magic from dark gods, living things, and the land to use their powers against living things to great effect. The path of the Desolator gruesomely changes their countenance.&lt;br /&gt;
==[[Destroyer | &#039;&#039;&#039;Destroyer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Warriors capable of channeling destructive physical and supernatural power to amplify their combat abilities to become unstoppable foes.&lt;br /&gt;
==[[Divine Assassin | &#039;&#039;&#039;Divine Assassin&#039;&#039;&#039;]]==&lt;br /&gt;
DIVINE; ROGUISH: Killers that serve the temples of the gods within an alliance. They have many of the skills of an assassin but have supernatural powers granted by The Divine.&lt;br /&gt;
==[[Divinity Master | &#039;&#039;&#039;Divinity Master&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE: A form of priest that has more direct access to divine power but has less combat acumen. Their powers are more influential to their cause and gives them the power to create enchanted holy artifacts, relics, and sites. They are able to summon divine beings to aid and pprotect them.&lt;br /&gt;
==[[Druid | &#039;&#039;&#039;Druid&#039;&#039;&#039;]]==&lt;br /&gt;
DIVINE; NATURE: Divine priests highly attuned to the natural world and the land.&lt;br /&gt;
==[[Dungeoneer | &#039;&#039;&#039;Dungeoneer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: Dedicated explorers that specialize in navigating dungeons, underground environments, and wilderness settings. They are accomplished fighters and trap-finders. They rely on clever problem solving, endurance, agility, and intuition to get them through deadly traps, monsters, and magical challenges. They live for the challenge!&lt;br /&gt;
==[[Element Master | &#039;&#039;&#039;Element Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Often named as Elementalists, they are able to call on the power of the elements and summon elemental creatures from other dimensions. They can either specialize in a single elemental realm or attune with all of them. While a &#039;universal elementalist&#039; has access to a wider array of powers, the specialized elementalist is more effective with the degree of power they are able to channel in their specific element.&lt;br /&gt;
==[[Elemental Warrior | &#039;&#039;&#039;Elemental Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE: Warrior with elemental power channeling through their bodies. They can dedicate themselves to a single elemental force or all of them at once. Those that specialize have more potent powers but lack the variety of powers granted to them that the &#039;universal elementalist warrior&#039; has.&lt;br /&gt;
==[[Enchantment Master | &#039;&#039;&#039;Enchantment Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of channeling magical energy, particularly through objects. They are not limited to objects, however, and may ensorcel creatures of all sorts. Their powers are best used in conjunction with other forms of magic and will often work alongside other caster types.&lt;br /&gt;
==[[Eye Lord | &#039;&#039;&#039;Eye Lord&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE: Masters of magic, both arcane and divine, they channel the power of the muti-eyed gods that are known for having - and granting -their powers to the eyes of their faithful. Powers of special sight, prophesy, seeing and traveling to other dimensions are among the gifts, as are weapons of destruction channeled through the eyes. Eye Lords gain additional eyes as they achieve greater power. Creatures that already have several extra eyes have an advantage over those that don&#039;t. However, a cyclops or other single-eyed creatures are particularly gifted with intense power but will not be granted extra permanent eyes.&lt;br /&gt;
==[[Fey Master | &#039;&#039;&#039;Fey Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE; ROGUISH: Fey Masters are closely attuned to the Seelie Powers that be. They are either allies to the Fey or its enslavers. They gain powers of fey creatures and are able to easily travel their unique world and understand its secrets. They are able to summon faeries and other fey-related creature to serve them, whether by alliance or coercion as a fey master. Holes open up from nowhere and the fey issue out when summoned.&lt;br /&gt;
==[[Fire &amp;amp; Ice Master | &#039;&#039;&#039;Fire &amp;amp; Ice Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Warrior-mages that use both the powers of fire and ice.&lt;br /&gt;
==[[Fire Master | &#039;&#039;&#039;Fire Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Warrior-mages that use the power of fire.&lt;br /&gt;
==[[Fist Master | &#039;&#039;&#039;Fist Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Fighters which specialize in fist combat and other fist associated weaponry. Unlike the Crusher/Smashers, they rely on finesse and skill than primarily raw power, although they can strike with great effect. They will sometimes pair their fists with weapons and kicks.&lt;br /&gt;
==[[Flesh Crafter | &#039;&#039;&#039;Flesh Crafter&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Can shape flesh and replace missing limbs with replacements. Some of these alterations can be made permanent when powerful enough to complete the task.&lt;br /&gt;
==[[Fleshbone Grafter | &#039;&#039;&#039;Fleshbone Grafter&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Can attach flesh and bone to themselves and allies to enhance their bodies, and give them abilities not otherwise possible, such as wings for flying.&lt;br /&gt;
==[[Fool | &#039;&#039;&#039;Fool&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Entertainers that are masters of trickery, illusion, and evasion.&lt;br /&gt;
==[[Forge Master | &#039;&#039;&#039;Forge Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Sculptors of metal that can imbue power into their creations. One of the strengths of being a Forge Master is their intimate understanding and skill in the use of the very things that they are able to fashion.&lt;br /&gt;
==[[Gate Master | &#039;&#039;&#039;Gate Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Creators of magical portals to other places, dimensions, and planes. As they progress in power the portals can be made larger and permanent.&lt;br /&gt;
==[[Gladiator | &#039;&#039;&#039;Gladiator&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of combat that have forged a living from performing in public combat.&lt;br /&gt;
==[[Goblin Summoner | &#039;&#039;&#039;Goblin Summoner&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; ROGUISH: Goblin Summoners are closely attuned to the Unseelie Powers that be. They are either allies to the unseelie or its enslavers. They gain powers of dark fey creatures and are able to easily travel their unique world and understand its secrets. They are able to summon goblins and other unseelie creatures to serve them, whether by alliance or coercion as a goblin master. Holes open up from nowhere and the goblins issue out when summoned.&lt;br /&gt;
==[[Golem Maker | &#039;&#039;&#039;Golem Maker&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Makers of golems, typically but not always, as destructive constructs or combatants. A golem maker will usually craft one or more special golems as constant protectors to engage in combat on their behalf. Golem Makers can also create devices using their potent powers of animation.&lt;br /&gt;
==[[Harlequin | &#039;&#039;&#039;Harlequin&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; ROGUISH: Talented magical performers with great skills that can make them particularly deadly. Harlequins typically fall into specific groups exhibiting similar powers. &lt;br /&gt;
==[[Harvest Witch | &#039;&#039;&#039;Harvest Witch&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; NATURE: Wielders of magic that can animate scarecrows and influence or control creatures as servants. They can empower harvests with their magic.&lt;br /&gt;
==[[Healer | &#039;&#039;&#039;Healer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Healers are able to heal and cure by using arcane, divine, or nature-based powers; however, it is possible for some healers to heal by two or more of the power sources.&lt;br /&gt;
==[[Ice Master | &#039;&#039;&#039;Ice Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Warrior-mages that use the power of ice.&lt;br /&gt;
==[[Illusion Master | &#039;&#039;&#039;Illusion Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Create illusions by either creating visible and audible &#039;phantom&#039; objects or creatures - or by directly influencing or attacking the mind of creatures. Powerful illusionists are able to make thoughts into reality.&lt;br /&gt;
==[[Ironmancer-clanker | &#039;&#039;&#039;Ironmancer-clanker&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; DIVINE: Magic manipulators of iron and steel that are able to shape and control it, whether to craft or magically use it in combat. The source of magic may be arcane and/or divine in nature. &lt;br /&gt;
==[[Jester | &#039;&#039;&#039;Jester&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Entertainers who use clever magic and feats of agility and dexterity.&lt;br /&gt;
==[[Knight | &#039;&#039;&#039;Knight&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Well-trained fighters who use heavy armor and specialized weapons in combat on horse or on foot. They are typically bound by some code of conduct which is both military and societal.&lt;br /&gt;
==[[Lich Master | &#039;&#039;&#039;Lich Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Arcane spellcasters who seek the quick path to undeath and everlasting existence in the form of a lich.&lt;br /&gt;
==[[Lore Master | &#039;&#039;&#039;Lore Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Masters of knowledge and lore, with specialization in the secrets of magic.&lt;br /&gt;
==[[Maestro | &#039;&#039;&#039;Maestro&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE: Magisters who channel magic in the form of powerful music. Mastery sometimes includes the ability and skills necessary to create magical musical tools for amplifying their power.&lt;br /&gt;
==[[Mage | &#039;&#039;&#039;Mage&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Well-rounded spellcasters that know many forms of magic but have focused on one or more forms disproportionately.&lt;br /&gt;
==[[Magiotech-arcangineer | &#039;&#039;&#039;Magiotech-arcangineer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Masters of mechanical creations animated by a variety of power sources. They will often use their creations as personal protection or weapons.&lt;br /&gt;
==[[Magus | &#039;&#039;&#039;Magus&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE: Gifted with magic, they have spell-like powers that are either inherited through bloodlines or granted by supernatural events, beings, or gods.&lt;br /&gt;
==[[Martial Artist | &#039;&#039;&#039;Martial Artist&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Trained combatants that strive for mastery of the body and to learn the discipline of skills of unarmed and armed combat. Some martial artists train in the mastery of the mind and personal spiritual energy, as well. There are many styles and paths for such fighters to attain mastery.&lt;br /&gt;
==[[Mind Master | &#039;&#039;&#039;Mind Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Magical masters of their own minds and that of others. With their magical mental powers, they are able to affect the world around them.&lt;br /&gt;
==[[Monster Master | &#039;&#039;&#039;Monster Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; NATURAL: Able to use their powers to summon and control monsters.&lt;br /&gt;
==[[Monster Rider-Destriot | &#039;&#039;&#039;Monster Rider-Destriot&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; NATURE: Able to attune to monsters and gain them as companions and mounts.&lt;br /&gt;
==[[Moon Mage | &#039;&#039;&#039;Moon Mage&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Channelers able to garner power from moons. Their powers may have been granted either by powerful supernatural beings or gods, or by nature or bloodline. &lt;br /&gt;
==[[Moon Warrior | &#039;&#039;&#039;Moon Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE: Warriors who gain abilities from moons, enhancing their ability to fight and giving them minor powers.&lt;br /&gt;
==[[Ornamancer | &#039;&#039;&#039;Ornamancer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE: Crafters and enchanters of magical items that are typically made of valuable materials that are usually very elaborate. Such magic strongly relies on intricate relief to create more surface area for the magic to adhere upon/within. The more elaborate: the greater the potential for stronger magical effects.&lt;br /&gt;
==[[Paladin | &#039;&#039;&#039;Paladin&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Warriors empowered by divine beings, gods, or even divine supernatural events to serve a greater purpose. They are defenders of the faith and the downtrodden.&lt;br /&gt;
==[[Plague Bearer | &#039;&#039;&#039;Plague Bearer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE: Bear the powers to control and deliver rot, destruction, sickness, and disease. While they are victims of the very powers they can wield, the effects do not hinder them in combat, despite their seemingly broken condition.&lt;br /&gt;
==[[Plunderer | &#039;&#039;&#039;Plunderer&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: They are adventurer-thieves that have a lust for amassing treasure. They are experts on locating treasure sites and overcoming traps and other obstacles.&lt;br /&gt;
==[[Power Master | &#039;&#039;&#039;Power Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Wielders of raw magic power that specializes in the use of kinetic force and destructive blasts of various types of energy.&lt;br /&gt;
==[[Priest | &#039;&#039;&#039;Priest&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE: Servants of deities that wield power granted by the god or gods they serve. They are responsible for creating relics of power for the faith.&lt;br /&gt;
==[[Puppet Master | &#039;&#039;&#039;Puppet Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; ROGUISH: Masters of animation of small golem-like servants and companions. They are typically able to make and control several animated puppets at one time and instill unique powers, abilities, and skills into them. Part of being able to give their creations such abilities are garnered through their own personal skill development. Such skills are honed as they often must work alongside their own creations.&lt;br /&gt;
==[[Ranger | &#039;&#039;&#039;Ranger&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; CRAFT; NATURE; ROGUISH: Masters of exploration and the wilderness. They are deadly combatants that often are able to wield the powers of nature to aid them. Much of their deadliness is factored by their mastery of stealth. Aside from combat ability, they are often great craftsman.&lt;br /&gt;
==[[Raven/Crow Master | &#039;&#039;&#039;Raven/Crow Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE; ROGUISH: Mysteriously attuned with the divinity and/or supernatural power of the exceptionally empowered crow or raven spirits of the world - but not both - for there is great animosity between them. They can communicate with and control crows or ravens and can use special supernatural powers associated with whichever avian they are attuned. They are masters of shadow and are hard to find in darkened places when they do not wish to be seen. &lt;br /&gt;
==[[Rune Master | &#039;&#039;&#039;Rune Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE: Able to craft, empower, and wield the power of runes. While Rune Masters do use physical runes of stone, bone, metal, etc., they are also able to conjure and etch runes into the fabric of reality, seemingly out of thin air. Rune Masters will often learn other forms of magic or will work with other spellcasters to create powerful enchanted works of wonder, as their empowered runes amplify the magic of other sources. &lt;br /&gt;
==[[Saint | &#039;&#039;&#039;Saint&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Beings made holy due to their closeness with a god. Many Saints have been long dead but returned to the world of the living by their patron deity. These are known as Returned Saints. Returned Saints (also known as Catacomb Saints) have typically been interred into a resting place and their bodies/bones bejeweled, adorned in precious metals, or even gilded. Saints of either type are hard to kill or destroy, often being heavily protected and empowered with the means to defeat enemies of the faith, as well as the means of continuing their holy works.&lt;br /&gt;
==[[Scout | &#039;&#039;&#039;Scout&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: Skilled at wilderness survival, navigation, and traveling great distances quickly, they are often masters of stealth that are associated with a military force, noble alliance, or royal faction. They are often entrusted with delivering important information.&lt;br /&gt;
==[[Sea Master | &#039;&#039;&#039;Sea Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE; ROGUISH: Attuned to bodies of water and the creatures within them, they are magical masters of their watery world. Some are granted power by divine means, while others garner their powers from nature itself or some elemental infusion.&lt;br /&gt;
==[[Sentinel | &#039;&#039;&#039;Sentinel&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Guardians of divine origin or of an order of protectors, they stand ready to guard important sites, people, or precious objects. They are able to stand watch without rest, and their powerful senses detect those who would seek to bypass their protection or assault them. While they are deadly combatants, their greatest strength are their defensive powers, as they are difficult to strike and hard to harm once struck.&lt;br /&gt;
==[[Shadow | &#039;&#039;&#039;Shadow&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Supernatural masters of shadow.&lt;br /&gt;
==[[Shaman | &#039;&#039;&#039;Shaman&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE; NATURE: Attuned with spirits of supernatural beings, animals, creatures, ancestors, etc. they are granted powers by their intimate association with them. Their powers are typically in the form of protection, physical enhancements, healing, divination, and some supernatural attacks. Not to be confused with Witchdoctors, however similar.&lt;br /&gt;
==[[Sharpshooter | &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; COMBAT; ROGUISH: Masters of firearms and similar firing devices, they are excellent at firing in both close and far ranges, often specializing in one range category over another. They will often learn to craft their own weapons and ammunition for optimization, particularly since such weapons are rare.&lt;br /&gt;
==[[Shipmaster | &#039;&#039;&#039;Shipmaster&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: Masters of seagoing vessels, they specialize in combat at sea and are excellent at negotiating ropes and rigging.&lt;br /&gt;
==[[Siren | &#039;&#039;&#039;Siren&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; NATURE: Use their voices, song, touch, and gaze to ensorcel their foes or even amaze the masses.&lt;br /&gt;
==[[Slayer | &#039;&#039;&#039;Slayer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE; ROGUISH: Dedicated combatants that are master killers. They are usually driven to slay by their hate for a particular type of foe, however, there are those who do not specialize. They are often sought for their expertise. Some slayers are associated with a religious group that is dedicated to destroying a particular foe that they fight endlessly, such as demons. Such associations grant slayers unique diving powers.&lt;br /&gt;
==[[Sniper | &#039;&#039;&#039;Sniper&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; ROGUISH: Assassins that are specialized in taking a target out at a great distance. Such specialization may be done with bow, crossbow, firearm, or other ranged weapon, but usually not by more than one weapon type without taking the additional training to do so. Their weapons are typically custom made for optimization, and the sniper will often craft them personally.&lt;br /&gt;
==[[Sorcerer | &#039;&#039;&#039;Sorcerer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Sorcerers typically garner power from gods and beings from other dimensions, which makes them potent casters. They specialize in using devices and enchanted items to focus and amplify their powers. As a spellcaster, they are typically very well-rounded in the assortment of available powers.&lt;br /&gt;
==[[Specter Master | &#039;&#039;&#039;Specter Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Arcane spellcasters that seek a quick path to undeath and everlasting existence in the form of a specter.&lt;br /&gt;
==[[Spellblade | &#039;&#039;&#039;Spellblade&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; COMBAT: Combatants that channel magical spells through their weapons. They typically will craft their own weapons and are able to transfer magic powers from one weapon to another that they have crafted.&lt;br /&gt;
==[[Spirit Master | &#039;&#039;&#039;Spirit Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Spellcasters that have a deep understanding of the spirit world and are able to use spirit powers. As such, they are even able to animate objects by imbuing them with a spirit.&lt;br /&gt;
==[[Spirit Totem Master | &#039;&#039;&#039;Spirit Totem Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE; NATURE: Their deep understanding of nature and the spirit world and the specific spirits within them, allows them to channel spirits within them, granting them abilities and even the power to transform into a living form of the spirit or a hybrid thereof. As they gain power, they are able to share the totem powers with others and even transform them as well. Spirit Totem Masters are most powerful in the spirit world and other similar dimensions or planes.&lt;br /&gt;
==[[Stalker | &#039;&#039;&#039;Stalker&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: Specialists whose talent of stealth and spying come easy. Their ability to avoid detection even in close conditions is remarkable.&lt;br /&gt;
==[[Steam Mage | &#039;&#039;&#039;Steam Mage&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Masters of creations using steam and mechanical sciences. They are able to make personal magic, steam-powered equipment as well as large machines that can be used as weapons or for construction and excavation. They are also capable of making air ships.&lt;br /&gt;
==[[Supreme Commander | &#039;&#039;&#039;Supreme Commander&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; CRAFT; DIVINE: Magical masters of tactics, strategy, defense, attack, battle maneuvers, war engine warfare and control, and waging campaigns of war and sea conflict. They are able to engineer and enchant creations that can turn the tide of battle. Their presence among allies can zealously inspire, just as much as they can bring fear into the hearts of enemies. &lt;br /&gt;
==[[Templar | &#039;&#039;&#039;Templar&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE; NATURE: Mighty battle priests/clerics of the various deities and religions. They are skilled in the use of both heavy armor and weaponry.  Their divine powers can protect and destroy. &lt;br /&gt;
==[[Tomb Robber | &#039;&#039;&#039;Tomb Robber&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: Specialists in researching, finding, and negotiating through tombs, ancient sites, and highly trapped areas.&lt;br /&gt;
==[[Torment Master | &#039;&#039;&#039;Torment Master&#039;&#039;&#039;]]==&lt;br /&gt;
DIVINE: Divine keepers of some of the worst or most notorious prisoners, damned souls, and those who are bound to make atonement for their transgressions or overcoming great guilt. They are able to magically summon those who are supernaturally indebted. When the condemned have fulfilled their tasks or are slain, they are supernaturally removed from the presence of the keeper. The summoning and removal of the forsaken is usually quite disturbing to most viewers. Many of the prisoners come from vast supernatural prisons found in the world or from other planes and dimensions. The prisons that hold these captives are not always just; as there are prisoners that have been imprisoned by dark lords, kings, gods, demons, etc. Those that condemn the tormented receive something in turn for giving up their prisoners. The Torment Master does not determine whether a captive&#039;s obligation is fulfilled to its entirety, as that is decided by the judges and the conditions of the sentences.&lt;br /&gt;
==[[Tree Lord | &#039;&#039;&#039;Tree Lord&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE; NATURE: Divinely attuned to plants and trees, they gain powers, abilities, and physical features related to plants of all varieties. They have the ability to shape plants into desirable forms such as weapons, armor, and objects that are useful to overcome obstacles and threats. &lt;br /&gt;
==[[Undead Destroyer | &#039;&#039;&#039;Undead Destroyer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; DIVINE; ROGUISH: Dedicated adversaries to the undead with powers associated with either divinity, arcane power, or both. Some are powerful combatant engines of destruction or stealthy supernatural assassins. Undead destroyers can use the bones of their fallen foes to make supernatural creations such as armor, weapons, and mounts.&lt;br /&gt;
==[[Unholy Channeler | &#039;&#039;&#039;Unholy Channeler&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE: Wielders of unholy power that attacks the spirit or soul of an enemy. Their powers can be used to create unholy temples, altars, and cursed sites. They can also summon unholy creatures to serve them.&lt;br /&gt;
==[[Vision Master | &#039;&#039;&#039;Vision Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of divination and supernatural sight. Their powers of divination and prophecy can make them extremely hard to defeat in nearly any arena.&lt;br /&gt;
==[[Warmaster | &#039;&#039;&#039;Warmaster&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; CRAFT; DIVINE: Supernatural warriors driven to engage in battle. They are empowered by the gods, making them stronger, tougher, harder to strike, and quite unstoppable. They are experts in matters of battle and can change the tide of a fight. Their skills include making weaponry, armor, and war engines. Warmasters typically seek out to find or build the heaviest, most protective battle armor they can possess.&lt;br /&gt;
==[[Warrior | &#039;&#039;&#039;Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: The most basic of the fighting classes. They progress very quickly at the expense of not specializing. Monsters often take the path of the warrior.&lt;br /&gt;
==[[Weapon Master | &#039;&#039;&#039;Weapon Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: Specialized warriors that focus on mastering the art of fighting with weapons. They will often forsake heavier armor to maximize mobility in combat. While they are good in a direct fight, they sometimes focus on stealth to accomplish their missions.&lt;br /&gt;
==[[Witchdoctor | &#039;&#039;&#039;Witchdoctor&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE; NATURE: Tribal spellcasting wielders of healing and destructive powers. They can commune with and channel the power of spirits to aid them. They are capable makers of potions, talismans, magical weapons, and other supernatural aids.&lt;br /&gt;
==[[WitherMage-desiccator | &#039;&#039;&#039;WitherMage-desiccator&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE; ROGUISH: Withered wielders of deadly magic that withers their enemies and empowers the desiccator in return. They are typically reliant upon striking their enemies to steal their essence, so they often use stealth and learn to fight. Wither-Mages are often hard to tell apart from a desiccated corpse. They are also capable of animating their victims.&lt;br /&gt;
==[[Wizard | &#039;&#039;&#039;Wizard&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Wizards are the most well-rounded masters of the arts of spellcasting. They zealously learn all forms of arcane magic, and are quite powerful casters, despite their typical lack of specialization. Their efficacy of casting and thorough studies of their arts usually causes them to progress very slowly, thus explaining why many of the great wizards are often far along in their years. Among their great skills, they are great crafters of enchanted things.&lt;br /&gt;
==[[Wraith Master | &#039;&#039;&#039;Wraith Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Arcan spellcasters who seek the quick path to undeath and everlasting existence in the form of a wraith.&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
	<entry>
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		<title>Classes</title>
		<link rel="alternate" type="text/html" href="http://singerhosting.ddns.net/index.php?title=Classes&amp;diff=2238"/>
		<updated>2026-09-10T10:56:54Z</updated>

		<summary type="html">&lt;p&gt;Iron Colossus: &lt;/p&gt;
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&lt;div&gt;The classes presented here have basic descriptor names that may be subject to change. Some classes may later be absorbed into other classes, thus, also being subject to change.&lt;br /&gt;
&lt;br /&gt;
Each class falls into one or more categories of adventurer type. The category types are ARCANE, COMBAT, CRAFT, DIVINE, NATURE, and ROGUISH. The types are for reference, only. In some cases where there are multiple categories, the association might be a circumstantial exception rather than the rule, such as a class that might either be ARCANE in origin or DIVINE, but not necessarily both.&lt;br /&gt;
&lt;br /&gt;
==[[Air Master | &#039;&#039;&#039;Air Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Manipulates air and channels power from and through it. Not to be confused with an Element Master.&lt;br /&gt;
==[[Amazon | &#039;&#039;&#039;Amazon&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Female warriors that are trained to channel feminine energy to fight and defend.&lt;br /&gt;
==[[Archer | &#039;&#039;&#039;Archer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Specializes in the deadly combat use of bows and arrows.&lt;br /&gt;
==[[Assassin | &#039;&#039;&#039;Assassin&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: Uses stealth, combat ability, chemicals, and tricks to remove a target or enemy.&lt;br /&gt;
==[[Avenger | &#039;&#039;&#039;Avenger&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Holy fighters that channel divine destructive power to fight crusades and defeat enemies of the faith. However similar, the Avenger should not be confused with the Paladin class. &lt;br /&gt;
==[[Barbarian | &#039;&#039;&#039;Barbarian&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Wilderness fighters that rely on mobility, skill, toughness, and cunning to defeat enemies. Many such barbarians are also berserkers.&lt;br /&gt;
==[[Bard | &#039;&#039;&#039;Bard&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Masters of lore that are able to channel magical powers through music. They are usually clever, charismatic, and agile, using their personalities and dexterity to conquer both friends and enemies.&lt;br /&gt;
==[[Beast Lord | &#039;&#039;&#039;Beast Lord&#039;&#039;&#039;]]==&lt;br /&gt;
NATURE: Their powers of nature give them dominion over animals which will serve as loyal companions, protectors, and friends. This relationship also infuses animalistic abilities to aid them in matters of combat, stealth, and survival.&lt;br /&gt;
==[[Biomancer | &#039;&#039;&#039;Biomancer&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT: Masters of the body, who, through bio-magic and potions, are able to enhance themselves and others to function beyond normal levels. As they progress, they can also permanently replace/infuse muscles and organs of other creatures with that of their own bodies.&lt;br /&gt;
==[[Biotech Master | &#039;&#039;&#039;Biotech Master&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT: Masters of creating, animating, and oftentimes grafting enchanted prosthetics and devices that enhance those who wear them. As they progress in power, they and their clients will often become less and less human over time.&lt;br /&gt;
==[[Bizarro | &#039;&#039;&#039;Bizarro&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Channelers of the most bizarre powers of chaos, mischief, sanity, and reality to entertain, punish, defeat or destroy: as whatever their personal goals are; or to honor the gods whose powers they&#039;ve discovered. Though the powers are garnered from extradimensional beings and gods, they are not considered divine unless they formally dedicate themselves to such a power on high and serve their temples.&lt;br /&gt;
==[[Blade Dancer | &#039;&#039;&#039;Blade Dancer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Masters of weapons that channel magical energy through their body and the weapons by what looks like an energetic dance. The better the body &#039;flows&#039; through movement, the more powerful the energy.&lt;br /&gt;
==[[Blaster | &#039;&#039;&#039;Blaster&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of raw magical energy used primarily for destructive attacks. They are famously noted for their strong, glowing aura and releasing energy through both hands at once. &lt;br /&gt;
==[[Bounty Hunter | &#039;&#039;&#039;Bounty Hunter&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: &amp;quot;Swords for hire&amp;quot; that use cleverness, persistence, street-smarts, and strength to find and capture or kill - wanted men or creatures. Reputation is important to the Bounty Hunter class to earn notoriety.&lt;br /&gt;
==[[Change Master | &#039;&#039;&#039;Change Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of transmutation magical energy, which allows them to change part or all of their own bodies to enhance themselves. As they become more powerful, they are able to affect objects and creatures, and can change size considerably, whether to become bigger or smaller.&lt;br /&gt;
==[[Chess Master | &#039;&#039;&#039;Chess Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Specialized gamesters who channel magical energy through chess pieces and other game related objects and symbols. Such pieces act as servants, protectors, and magic talismans. Although this form of magic is garnered from the gods, it is not considered divine magic. The more powerful they become, the more powerful the pieces become, and the more they can potentially affect at one time.&lt;br /&gt;
==[[Chess Warrior | &#039;&#039;&#039;Chess Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: The Chess Warrior learns to channel the magical energy of the gods by embodying the same energy used by the Chess Master, but through themselves, rather than chess pieces. At first, the abilities are less potent. As they become more powerful, they are able to channel more power, eventually becoming similar to a living golem and able to use other powers. Similar to the Chess Master, the powers of the Chess Warrior are not considered divine, although granted by the gods. Chess Warriors are usually &#039;champion-protectors&#039; of some sort, often associated with nobility or royalty. They are quickly recognizable by their chess related attire, armor, and weaponry.&lt;br /&gt;
==[[Claw Master | &#039;&#039;&#039;Claw Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of a close and personal fighting style that uses clawed gauntlets, metal claws, or their actual claws if they have them. They typically develop a fighting style that mimics the movement of clawed creatures in their world. &lt;br /&gt;
==[[Constructocon | &#039;&#039;&#039;Constructocon&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Master crafters that use magic to alter reality to accelerate their ability to construct or break down structures. The more powerful they become, the quicker their work is completed, seeming to be instantaneous at times. They are able to shape raw materials with their bare hands. If they use their powers on a temporary basis, they&#039;re able to cause exceptionally quick changes, such as creating a pit, partially collapsing ceiling, and erecting protective barriers, even in the middle of a fight. Constructocons are highly sought out by communities, lords, and kings, since they are able to construct buildings and even castles in a shorter period of time.&lt;br /&gt;
==[[Creator | &#039;&#039;&#039;Creator&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Powerful magic wielders, granted powers by the gods, who are able to create creatures that can act as protectors, steeds, scouts, and companions. More powerful creators are able to create non-living objects.&lt;br /&gt;
==[[Crossarcher | &#039;&#039;&#039;Crossarcher&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of the deadly combat use of crossbows and bolts/quarrels.&lt;br /&gt;
==[[Crusher-Smasher | &#039;&#039;&#039;Crusher-Smasher&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of destruction by means of smashing with fists, gauntlets, oversized knuckle-dusters, etc. When fully trained, their fists are like maces and become even more destructive as they become more powerful. They usually become insanely strong and tend to go berserk.&lt;br /&gt;
==[[Crystallomancer | &#039;&#039;&#039;Crystallomancer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Magical shapers and channelers of crystals and crystal magic. &lt;br /&gt;
==[[Dark Harvest Witch | &#039;&#039;&#039;Dark Harvest Witch&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; NATURE: Users of a corrupt form of magic that, among the many things they can do, can manipulate hellfire magic and can be used to create animated scarecrows and other golem-like beings. They can affect harvests with their corrupt powers and control creatures. As they become more powerful, they typically become less and less human.&lt;br /&gt;
==[[Dark Knight | &#039;&#039;&#039;Dark Knight&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Uses heavy armor and weapons and channels dark powers to aid in combat and fulfill their dark lives and goals. Dark Knights often serve a great master, such as a powerful dark lord, king, or god. When they ascend in power, they often become dark lords. They are the quintessential doomed champion. Dark Knights aren&#039;t necessarily evil but often known for questionable acts even if they&#039;re not evil.&lt;br /&gt;
==[[Death Lord | &#039;&#039;&#039;Death Lord&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of death-based magic, including the animation of the dead and draining life-force from the living. At the height of their power, they often become dark lords. While Death Masters are often viewed with alarm and are known for doing deeds that are rejected by most societies, they are not in all cases evil. It is not completely unknown for Death Masters to even have a good heart.&lt;br /&gt;
==[[Death Warrior | &#039;&#039;&#039;Death Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE: These macabre warriors surround themselves in the trappings of the dead and channel power from and through them. They are often worshippers of gods of death, undeath, afterlife, and gods of other related areas of influence in the pantheon. Though they venerate those who have passed before them, they typically will reverently take their weapons of war, armor, and treasures. The older the treasures they take, the more powerful they can become. They typically view Returned Saints with awe.&lt;br /&gt;
==[[Deck Master | &#039;&#039;&#039;Deck Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Channel magic power through special decks of card. Some special cards have unique powers. Deck Masters are often easily identified by their card themed attire and affinity for card games.&lt;br /&gt;
==[[Deck Warrior-Knight | &#039;&#039;&#039;Deck Warrior-Knight&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Warriors or Knights that serve the gods and powerful beings of the cards and channel the power of the cards to aid them in combat. They are not considered Divine, nor do they have a wide variety of powers as the Deck Master has. They are typically armed and attired in card themed gear, thus easily recognizable. &lt;br /&gt;
==[[Deity Vessel (Herald, Avatar, Champion, Chosen, Blessed, Keeper) | &#039;&#039;&#039;Deity Vessel (Herald, Avatar, Champion, Chosen, Blessed, Keeper)&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; DIVINE; NATURE; ROGUISH: Some deities find faithful servants that wish to become direct vessels of their power and influence and begin an early transformation that over time may possibly slowly transform them into the likeness of the god or their close servants, such as the case of the Avatar Vessel. Their god given powers are more specialized than that of Priests, but often more potent.&lt;br /&gt;
==[[Desert Master | &#039;&#039;&#039;Desert Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; ROGUISH: Mystical warriors that become one with the spirits of the desert. They are survivalists that bring the desert spirits with them, however, their greatest strength is achieved while in deserts and wastelands.&lt;br /&gt;
==[[Desolator | &#039;&#039;&#039;Desolator&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE: Draw magic from dark gods, living things, and the land to use their powers against living things to great effect. The path of the Desolator gruesomely changes their countenance.&lt;br /&gt;
==[[Destroyer | &#039;&#039;&#039;Destroyer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Warriors capable of channeling destructive physical and supernatural power to amplify their combat abilities to become unstoppable foes.&lt;br /&gt;
==[[Divine Assassin | &#039;&#039;&#039;Divine Assassin&#039;&#039;&#039;]]==&lt;br /&gt;
DIVINE; ROGUISH: Killers that serve the temples of the gods within an alliance. They have many of the skills of an assassin but have supernatural powers granted by The Divine.&lt;br /&gt;
==[[Divinity Master | &#039;&#039;&#039;Divinity Master&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE: A form of priest that has more direct access to divine power but has less combat acumen. Their powers are more influential to their cause and gives them the power to create enchanted holy relics.&lt;br /&gt;
==[[Druid | &#039;&#039;&#039;Druid&#039;&#039;&#039;]]==&lt;br /&gt;
DIVINE; NATURE: Divine priests highly attuned to the natural world and the land.&lt;br /&gt;
==[[Dungeoneer | &#039;&#039;&#039;Dungeoneer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: Dedicated explorers that specialize in navigating dungeons, underground environments, and wilderness settings. They are accomplished fighters and trap-finders. They rely on clever problem solving, endurance, agility, and intuition to get them through deadly traps, monsters, and magical challenges. They live for the challenge!&lt;br /&gt;
==[[Element Master | &#039;&#039;&#039;Element Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Often named as Elementalists, they are able to call on the power of the elements and summon elemental creatures from other dimensions. They can either specialize in a single elemental realm or attune with all of them. While a &#039;universal elementalist&#039; has access to a wider array of powers, the specialized elementalist is more effective with the degree of power they are able to channel in their specific element.&lt;br /&gt;
==[[Elemental Warrior | &#039;&#039;&#039;Elemental Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE: Warrior with elemental power channeling through their bodies. They can dedicate themselves to a single elemental force or all of them at once. Those that specialize have more potent powers but lack the variety of powers granted to them that the &#039;universal elementalist warrior&#039; has.&lt;br /&gt;
==[[Enchantment Master | &#039;&#039;&#039;Enchantment Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Masters of channeling magical energy, particularly through objects. They are not limited to objects, however, and may ensorcel creatures of all sorts. Their powers are best used in conjunction with other forms of magic and will often work alongside other caster types.&lt;br /&gt;
==[[Eye Lord | &#039;&#039;&#039;Eye Lord&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE: Masters of magic, both arcane and divine, they channel the power of the muti-eyed gods that are known for having - and granting -their powers to the eyes of their faithful. Powers of special sight, prophesy, seeing and traveling to other dimensions are among the gifts, as are weapons of destruction channeled through the eyes. Eye Lords gain additional eyes as they achieve greater power. Creatures that already have several extra eyes have an advantage over those that don&#039;t. However, a cyclops or other single-eyed creatures are particularly gifted with intense power but will not be granted extra permanent eyes.&lt;br /&gt;
==[[Fey Master | &#039;&#039;&#039;Fey Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE; ROGUISH: Fey Masters are closely attuned to the Seelie Powers that be. They are either allies to the Fey or its enslavers. They gain powers of fey creatures and are able to easily travel their unique world and understand its secrets. They are able to summon faeries and other fey-related creature to serve them, whether by alliance or coercion as a fey master. Holes open up from nowhere and the fey issue out when summoned.&lt;br /&gt;
==[[Fire &amp;amp; Ice Master | &#039;&#039;&#039;Fire &amp;amp; Ice Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Warrior-mages that use both the powers of fire and ice.&lt;br /&gt;
==[[Fire Master | &#039;&#039;&#039;Fire Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Warrior-mages that use the power of fire.&lt;br /&gt;
==[[Fist Master | &#039;&#039;&#039;Fist Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Fighters which specialize in fist combat and other fist associated weaponry. Unlike the Crusher/Smashers, they rely on finesse and skill than primarily raw power, although they can strike with great effect. They will sometimes pair their fists with weapons and kicks.&lt;br /&gt;
==[[Flesh Crafter | &#039;&#039;&#039;Flesh Crafter&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Can shape flesh and replace missing limbs with replacements. Some of these alterations can be made permanent when powerful enough to complete the task.&lt;br /&gt;
==[[Fleshbone Grafter | &#039;&#039;&#039;Fleshbone Grafter&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Can attach flesh and bone to themselves and allies to enhance their bodies, and give them abilities not otherwise possible, such as wings for flying.&lt;br /&gt;
==[[Fool | &#039;&#039;&#039;Fool&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Entertainers that are masters of trickery, illusion, and evasion.&lt;br /&gt;
==[[Forge Master | &#039;&#039;&#039;Forge Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Sculptors of metal that can imbue power into their creations. One of the strengths of being a Forge Master is their intimate understanding and skill in the use of the very things that they are able to fashion.&lt;br /&gt;
==[[Gate Master | &#039;&#039;&#039;Gate Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Creators of magical portals to other places, dimensions, and planes. As they progress in power the portals can be made larger and permanent.&lt;br /&gt;
==[[Gladiator | &#039;&#039;&#039;Gladiator&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Masters of combat that have forged a living from performing in public combat.&lt;br /&gt;
==[[Goblin Summoner | &#039;&#039;&#039;Goblin Summoner&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; ROGUISH: Goblin Summoners are closely attuned to the Unseelie Powers that be. They are either allies to the unseelie or its enslavers. They gain powers of dark fey creatures and are able to easily travel their unique world and understand its secrets. They are able to summon goblins and other unseelie creatures to serve them, whether by alliance or coercion as a goblin master. Holes open up from nowhere and the goblins issue out when summoned.&lt;br /&gt;
==[[Golem Maker | &#039;&#039;&#039;Golem Maker&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Makers of golems, typically but not always, as destructive constructs or combatants. A golem maker will usually craft one or more special golems as constant protectors to engage in combat on their behalf. Golem Makers can also create devices using their potent powers of animation.&lt;br /&gt;
==[[Harlequin | &#039;&#039;&#039;Harlequin&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; ROGUISH: Talented magical performers with great skills that can make them particularly deadly. Harlequins typically fall into specific groups exhibiting similar powers. &lt;br /&gt;
==[[Harvest Witch | &#039;&#039;&#039;Harvest Witch&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; NATURE: Wielders of magic that can animate scarecrows and influence or control creatures as servants. They can empower harvests with their magic.&lt;br /&gt;
==[[Healer | &#039;&#039;&#039;Healer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Healers are able to heal and cure by using arcane, divine, or nature-based powers; however, it is possible for some healers to heal by two or more of the power sources.&lt;br /&gt;
==[[Ice Master | &#039;&#039;&#039;Ice Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT: Warrior-mages that use the power of ice.&lt;br /&gt;
==[[Illusion Master | &#039;&#039;&#039;Illusion Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Create illusions by either creating visible and audible &#039;phantom&#039; objects or creatures - or by directly influencing or attacking the mind of creatures. Powerful illusionists are able to make thoughts into reality.&lt;br /&gt;
==[[Ironmancer-clanker | &#039;&#039;&#039;Ironmancer-clanker&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; DIVINE: Magic manipulators of iron and steel that are able to shape and control it, whether to craft or magically use it in combat. The source of magic may be arcane and/or divine in nature. &lt;br /&gt;
==[[Jester | &#039;&#039;&#039;Jester&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Entertainers who use clever magic and feats of agility and dexterity.&lt;br /&gt;
==[[Knight | &#039;&#039;&#039;Knight&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Well-trained fighters who use heavy armor and specialized weapons in combat on horse or on foot. They are typically bound by some code of conduct which is both military and societal.&lt;br /&gt;
==[[Lich Master | &#039;&#039;&#039;Lich Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Arcane spellcasters who seek the quick path to undeath and everlasting existence in the form of a lich.&lt;br /&gt;
==[[Lore Master | &#039;&#039;&#039;Lore Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT: Masters of knowledge and lore, with specialization in the secrets of magic.&lt;br /&gt;
==[[Maestro | &#039;&#039;&#039;Maestro&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE: Magisters who channel magic in the form of powerful music. Mastery sometimes includes the ability and skills necessary to create magical musical tools for amplifying their power.&lt;br /&gt;
==[[Mage | &#039;&#039;&#039;Mage&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Well-rounded spellcasters that know many forms of magic but have focused on one or more forms disproportionately.&lt;br /&gt;
==[[Magiotech-arcangineer | &#039;&#039;&#039;Magiotech-arcangineer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT: Masters of mechanical creations animated by a variety of power sources. They will often use their creations as personal protection or weapons.&lt;br /&gt;
==[[Magus | &#039;&#039;&#039;Magus&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE: Gifted with magic, they have spell-like powers that are either inherited through bloodlines or granted by supernatural events, beings, or gods.&lt;br /&gt;
==[[Martial Artist | &#039;&#039;&#039;Martial Artist&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT: Trained combatants that strive for mastery of the body and to learn the discipline of skills of unarmed and armed combat. Some martial artists train in the mastery of the mind and personal spiritual energy, as well. There are many styles and paths for such fighters to attain mastery.&lt;br /&gt;
==[[Mind Master | &#039;&#039;&#039;Mind Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Magical masters of their own minds and that of others. With their magical mental powers, they are able to affect the world around them.&lt;br /&gt;
==[[Monster Master | &#039;&#039;&#039;Monster Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; NATURAL: Able to use their powers to summon and control monsters.&lt;br /&gt;
==[[Monster Rider-Destriot | &#039;&#039;&#039;Monster Rider-Destriot&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; NATURE: Able to attune to monsters and gain them as companions and mounts.&lt;br /&gt;
==[[Moon Mage | &#039;&#039;&#039;Moon Mage&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE: Channelers able to garner power from moons. Their powers may have been granted either by powerful supernatural beings or gods, or by nature or bloodline. &lt;br /&gt;
==[[Moon Warrior | &#039;&#039;&#039;Moon Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE: Warriors who gain abilities from moons, enhancing their ability to fight and giving them minor powers.&lt;br /&gt;
==[[Ornamancer | &#039;&#039;&#039;Ornamancer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE: Crafters and enchanters of magical items that are typically made of valuable materials that are usually very elaborate. Such magic strongly relies on intricate relief to create more surface area for the magic to adhere upon/within. The more elaborate: the greater the potential for stronger magical effects.&lt;br /&gt;
==[[Paladin | &#039;&#039;&#039;Paladin&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Warriors empowered by divine beings, gods, or even divine supernatural events to serve a greater purpose. They are defenders of the faith and the downtrodden.&lt;br /&gt;
==[[Plague Bearer | &#039;&#039;&#039;Plague Bearer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE: Bear the powers to control and deliver rot, destruction, sickness, and disease. While they are victims of the very powers they can wield, the effects do not hinder them in combat, despite their seemingly broken condition.&lt;br /&gt;
==[[Plunderer | &#039;&#039;&#039;Plunderer&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: They are adventurer-thieves that have a lust for amassing treasure. They are experts on locating treasure sites and overcoming traps and other obstacles.&lt;br /&gt;
==[[Power Master | &#039;&#039;&#039;Power Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Wielders of raw magic power that specializes in the use of kinetic force and destructive blasts of various types of energy.&lt;br /&gt;
==[[Priest | &#039;&#039;&#039;Priest&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE: Servants of deities that wield power granted by the god or gods they serve. They are responsible for creating relics of power for the faith.&lt;br /&gt;
==[[Puppet Master | &#039;&#039;&#039;Puppet Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; CRAFT; ROGUISH: Masters of animation of small golem-like servants and companions. They are typically able to make and control several animated puppets at one time and instill unique powers, abilities, and skills into them. Part of being able to give their creations such abilities are garnered through their own personal skill development. Such skills are honed as they often must work alongside their own creations.&lt;br /&gt;
==[[Ranger | &#039;&#039;&#039;Ranger&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; CRAFT; NATURE; ROGUISH: Masters of exploration and the wilderness. They are deadly combatants that often are able to wield the powers of nature to aid them. Much of their deadliness is factored by their mastery of stealth. Aside from combat ability, they are often great craftsman.&lt;br /&gt;
==[[Raven/Crow Master | &#039;&#039;&#039;Raven/Crow Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; DIVINE; NATURE; ROGUISH: Mysteriously attuned with the divinity and/or supernatural power of the exceptionally empowered crow or raven spirits of the world - but not both - for there is great animosity between them. They can communicate with and control crows or ravens and can use special supernatural powers associated with whichever avian they are attuned. They are masters of shadow and are hard to find in darkened places when they do not wish to be seen. &lt;br /&gt;
==[[Rune Master | &#039;&#039;&#039;Rune Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; DIVINE: Able to craft, empower, and wield the power of runes. While Rune Masters do use physical runes of stone, bone, metal, etc., they are also able to conjure and etch runes into the fabric of reality, seemingly out of thin air. Rune Masters will often learn other forms of magic or will work with other spellcasters to create powerful enchanted works of wonder, as their empowered runes amplify the magic of other sources. &lt;br /&gt;
==[[Saint | &#039;&#039;&#039;Saint&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Beings made holy due to their closeness with a god. Many Saints have been long dead but returned to the world of the living by their patron deity. These are known as Returned Saints. Returned Saints (also known as Catacomb Saints) have typically been interred into a resting place and their bodies/bones bejeweled, adorned in precious metals, or even gilded. Saints of either type are hard to kill or destroy, often being heavily protected and empowered with the means to defeat enemies of the faith, as well as the means of continuing their holy works.&lt;br /&gt;
==[[Scout | &#039;&#039;&#039;Scout&#039;&#039;&#039;]]==&lt;br /&gt;
ROGUISH: Skilled at wilderness survival, navigation, and traveling great distances quickly, they are often masters of stealth that are associated with a military force, noble alliance, or royal faction. They are often entrusted with delivering important information.&lt;br /&gt;
==[[Sea Master | &#039;&#039;&#039;Sea Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; COMBAT; DIVINE; NATURE; ROGUISH: Attuned to bodies of water and the creatures within them, they are magical masters of their watery world. Some are granted power by divine means, while others garner their powers from nature itself or some elemental infusion.&lt;br /&gt;
==[[Sentinel | &#039;&#039;&#039;Sentinel&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE: Guardians of divine origin or of an order of protectors, they stand ready to guard important sites, people, or precious objects. They are able to stand watch without rest, and their powerful senses detect those who would seek to bypass their protection or assault them. While they are deadly combatants, their greatest strength are their defensive powers, as they are difficult to strike and hard to harm once struck.&lt;br /&gt;
==[[Shadow | &#039;&#039;&#039;Shadow&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; ROGUISH: Supernatural masters of shadow.&lt;br /&gt;
==[[Shaman | &#039;&#039;&#039;Shaman&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; DIVINE; NATURE: Attuned with spirits of supernatural beings, animals, creatures, ancestors, etc. they are granted powers by their intimate association with them. Their powers are typically in the form of protection, physical enhancements, healing, divination, and some supernatural attacks. Not to be confused with Witchdoctors, however similar.&lt;br /&gt;
==[[Sharpshooter | &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; COMBAT; ROGUISH: Masters of firearms and similar firing devices, they are excellent at firing in both close and far ranges, often specializing in one range category over another. They will often learn to craft their own weapons and ammunition for optimization, particularly since such weapons are rare.&lt;br /&gt;
==[[Shipmaster | &#039;&#039;&#039;Shipmaster&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; ROGUISH: Masters of seagoing vessels, they specialize in combat at sea and are excellent at negotiating ropes and rigging.&lt;br /&gt;
==[[Siren | &#039;&#039;&#039;Siren&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; NATURE: Use their voices, song, touch, and gaze to ensorcel their foes or even amaze the masses.&lt;br /&gt;
==[[Slayer | &#039;&#039;&#039;Slayer&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE; ROGUISH: Dedicated combatants that are master killers. They are usually driven to slay by their hate for a particular type of foe, however, there are those who do not specialize. They are often sought for their expertise. Some slayers are associated with a religious group that is dedicated to destroying a particular foe that they fight endlessly, such as demons. Such associations grant slayers unique diving powers.&lt;br /&gt;
==[[Sniper | &#039;&#039;&#039;Sniper&#039;&#039;&#039;]]==&lt;br /&gt;
CRAFT; ROGUISH: Assassins that are specialized in taking a target out at a great distance. Such specialization may be done with bow, crossbow, firearm, or other ranged weapon, but usually not by more than one weapon type without taking the additional training to do so. Their weapons are typically custom made for optimization, and the sniper will often craft them personally.&lt;br /&gt;
==[[Sorcerer | &#039;&#039;&#039;Sorcerer&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Sorcerers typically garner power from gods and beings from other dimensions, which makes them potent casters. They specialize in using devices and enchanted items to focus and amplify their powers. As a spellcaster, they are typically very well-rounded in the assortment of available powers.&lt;br /&gt;
==[[Specter Master | &#039;&#039;&#039;Specter Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Arcane spellcasters that seek a quick path to undeath and everlasting existence in the form of a specter.&lt;br /&gt;
==[[Spellblade | &#039;&#039;&#039;Spellblade&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE; CRAFT; COMBAT: Combatants that channel magical spells through their weapons. They typically will craft their own weapons and are able to transfer magic powers from one weapon to another that they have crafted.&lt;br /&gt;
==[[Spirit Master | &#039;&#039;&#039;Spirit Master&#039;&#039;&#039;]]==&lt;br /&gt;
ARCANE: Spellcasters that have a deep understanding of the spirit world and are able to use spirit powers. As such, they are even able to animate objects by imbuing them with a spirit.&lt;br /&gt;
==[[Spirit Totem Master | &#039;&#039;&#039;Spirit Totem Master&#039;&#039;&#039;]]==&lt;br /&gt;
COMBAT; DIVINE; NATURE: Their deep understanding of nature and the spirit world and the specific spirits within them, allows them to channel spirits within them, granting them abilities and even the power to transform into a living form of the spirit or a hybrid thereof. As they gain power, they are able to share the totem powers with others and even transform them as well. Spirit Totem Masters are most powerful in the spirit world and other similar dimensions or planes.&lt;br /&gt;
==[[Stalker | &#039;&#039;&#039;Stalker&#039;&#039;&#039;]]==&lt;br /&gt;
==[[Steam Mage | &#039;&#039;&#039;Steam Mage&#039;&#039;&#039;]]==&lt;br /&gt;
==[[Supreme Commander | &#039;&#039;&#039;Supreme Commander&#039;&#039;&#039;]]==&lt;br /&gt;
==[[Templar | &#039;&#039;&#039;Templar&#039;&#039;&#039;]]==&lt;br /&gt;
==[[Tomb Robber | &#039;&#039;&#039;Tomb Robber&#039;&#039;&#039;]]==&lt;br /&gt;
==[[Torment Master | &#039;&#039;&#039;Torment Master&#039;&#039;&#039;]]==&lt;br /&gt;
==[[Tree Lord | &#039;&#039;&#039;Tree Lord&#039;&#039;&#039;]]==&lt;br /&gt;
==[[Undead Destroyer | &#039;&#039;&#039;Undead Destroyer&#039;&#039;&#039;]]==&lt;br /&gt;
==[[Unholy Channeler | &#039;&#039;&#039;Unholy Channeler&#039;&#039;&#039;]]==&lt;br /&gt;
==[[Vision Master | &#039;&#039;&#039;Vision Master&#039;&#039;&#039;]]==&lt;br /&gt;
==[[Warmaster | &#039;&#039;&#039;Warmaster&#039;&#039;&#039;]]==&lt;br /&gt;
==[[Warrior | &#039;&#039;&#039;Warrior&#039;&#039;&#039;]]==&lt;br /&gt;
==[[Weapon Master | &#039;&#039;&#039;Weapon Master&#039;&#039;&#039;]]==&lt;br /&gt;
==[[Witchdoctor | &#039;&#039;&#039;Witchdoctor&#039;&#039;&#039;]]==&lt;br /&gt;
==[[WitherMage-desiccator | &#039;&#039;&#039;WitherMage-desiccator&#039;&#039;&#039;]]==&lt;br /&gt;
==[[Wizard | &#039;&#039;&#039;Wizard&#039;&#039;&#039;]]==&lt;br /&gt;
==[[Wraith Master | &#039;&#039;&#039;Wraith Master&#039;&#039;&#039;]]==&lt;/div&gt;</summary>
		<author><name>Iron Colossus</name></author>
	</entry>
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