S&S: Character Creation: Difference between revisions
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==[[S&S: Heritage | '''HERITAGE:''']]== | ==[[S&S: Heritage | '''HERITAGE:''']]== | ||
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'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. | 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'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. | ||
==[[S&S: Age | '''AGE:''']]== | |||
Storm & 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 "young adult" and proceeding up through the age categories until they reach their current age. | |||
==[[S&S: Rolling Ability Scores | '''ROLLING ABILITY SCORES''']]== | ==[[S&S: Rolling Ability Scores | '''ROLLING ABILITY SCORES''']]== | ||
*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. | *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. | ||
*Method II: Roll two dice for each ability score, discarding the lowest. Scores are assigned to a specific ability as it's being rolled, applying modifiers for race, class, etc. See below for complete die procedure. | *Method II: Roll two dice for each ability score, discarding the lowest. Scores are assigned to a specific ability as it's being rolled, applying modifiers for race, class, age, etc. See below for complete die procedure. | ||
In Storm & 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: | In Storm & 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: | ||
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==[[S&S: Combat Bonuses | '''COMBAT BONUSES''']]== | ==[[S&S: Combat Bonuses | '''COMBAT BONUSES''']]== | ||
In Storm & 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. | In Storm & 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. | ||
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 & 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 "projectile" and "hurled" weapons in Storm & Steel is that weapons in the hurled weapons category rely on both Strength & Dexterity; and weapons in the missile category rely typically on Dexterity. The total of the bonuses applies to both ATTACK ''and'' DAMAGE rolls. The combat bonuses are as follows: | |||
'''MELEE BONUS''' = Strength + Dexterity + Base Combat Bonus | '''MELEE BONUS''' = Strength + Dexterity + Base Combat Bonus | ||
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'''MISSILE BONUS''' = Dexterity + Dexterity + Base Combat Bonus | '''MISSILE BONUS''' = Dexterity + Dexterity + Base Combat Bonus | ||
It is recommended that all modifiers should be tracked on the Storm & Steel Character Worksheet, and final totals recorded on the main Storm & Steel Character Sheet. | |||
==[[S&S: Defense Bonuses | '''DEFENSE BONUSES''']]== | |||
In Storm & 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. | |||
'''BASE DEFENSE BONUS''' = 1/2 of the character's Base Combat Bonus | |||
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. | |||
'''MELEE DEFENSE BONUS (NO SHIELD)''' = Dexterity + Dexterity + Base Defense Bonus - Armor Penalty | |||
'''MELEE DEFENSE WITH SHIELD BONUS''' = Dexterity + Dexterity + Base Defense Bonus + Shield Bonus - Armor Penalty | |||
'''MISSILE DEFENSE BONUS (NO SHIELD)''' = Melee Defense Bonus / 2 | |||
'''MISSILE DEFENSE WITH METAL SHIELD BONUS''' = Melee Defense Bonus + Shield Bonus (again) | |||
Revision as of 06:03, 25 September 2026
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 & 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.
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.
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'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 & 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.
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.
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'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.
Storm & 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 "young adult" and proceeding up through the age categories until they reach their current age.
- 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.
- Method II: Roll two dice for each ability score, discarding the lowest. Scores are assigned to a specific ability as it's being rolled, applying modifiers for race, class, age, etc. See below for complete die procedure.
In Storm & 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:
- a roll of 1 through 5 is kept and is considered the final roll for an ability score, before modifiers.
- 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.
LOW SCORES: 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.
In Storm & 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.
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 & 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 "projectile" and "hurled" weapons in Storm & Steel is that weapons in the hurled weapons category rely on both Strength & Dexterity; and weapons in the missile category rely typically on Dexterity. The total of the bonuses applies to both ATTACK and DAMAGE rolls. The combat bonuses are as follows:
MELEE BONUS = Strength + Dexterity + Base Combat Bonus
HURLED BONUS = Strength + Dexterity + Base Combat Bonus
MISSILE BONUS = Dexterity + Dexterity + Base Combat Bonus
It is recommended that all modifiers should be tracked on the Storm & Steel Character Worksheet, and final totals recorded on the main Storm & Steel Character Sheet.
In Storm & 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.
BASE DEFENSE BONUS = 1/2 of the character's Base Combat Bonus
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.
MELEE DEFENSE BONUS (NO SHIELD) = Dexterity + Dexterity + Base Defense Bonus - Armor Penalty
MELEE DEFENSE WITH SHIELD BONUS = Dexterity + Dexterity + Base Defense Bonus + Shield Bonus - Armor Penalty
MISSILE DEFENSE BONUS (NO SHIELD) = Melee Defense Bonus / 2
MISSILE DEFENSE WITH METAL SHIELD BONUS = Melee Defense Bonus + Shield Bonus (again)