S&S: The Ability Scores

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SEVEN ABILITY SCORES: Storm & 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's "ability scores". 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 & 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 & Steel, also awards a bonus to weapon damage rolls, just as strength does.

Descriptive Traits: While each ability score is actually a composite of several physical and mental attributes working together, Storm & 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 & Steel may offer optional rules in the future to flesh out such unique characters with accompanying game mechanics.

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.

The reference traits for each ability score are as follows:

  • STRENGTH: Muscular power. Affects the ability to power through defenses and generate damage.
Might: Ability to move or lift weight.
Power: Ability to generate destructive power through body mechanics.
  • DEXTERITY: Reflexes and Coordination. Affects the ability to hit and do more damage. Affects the ability to dodge and parry attacks.
Agility: Speed and timing.
Coordination: Precision of movement, as well as hand-eye motor skills.
  • CONSTITUTION: Resistance to bodily punishment and ability to resist harmful agents. Affects hit points.
Toughness: General stamina and ability to withstand punishment.
Health: General resistance to disease, sickness, and toxins.
  • INTELLIGENCE: Memory and logic. Affects most arcane spell casting and resistance to mind control.
Memory: General ability to recall and level of mental retentiveness.
Deduction: Problem solving and general brilliance.
  • WISDOM: Judgement and strength of will. Affects most divine spell casting and resistance to mind control.
Intuition: Understanding and instinct.
Willpower: Self-discipline, self-control, and resolve.
  • CHARISMA: Social magnetism, personality, and general social skills and charm. Affects encounter reactions.
Persuasiveness: General ability to influence others and sway opinions.
Fluency: General level of articulation and eloquence.
  • APPEARANCE: Physical aesthetics, level of beauty, and ability to influence by demeanor. Affects encounter reactions.
Form: General physique and level of appeal of facial features.
Splendor: Level of style, glamour, and bearing.

BASE ABILITY SCORES: Base ability scores are determined randomly by die rolls. The base rolls are detailed in the Character Creation section. Once the base scores are determined, they are modified by several factors: Race, Class, 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.

RACIAL MODIFIERS: Each Race in Storm & Steel is unique, and the choice of race type typically influences the character'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).

CLASS MODIFIERS: Classes in Storm & 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.

OCCUPATIONAL MODIFIERS: Just as class choices can change a character, so can Occupation. These modifiers are typically awarded at Character Creation but can be awarded as a character progresses in Storm & Steel, assuming a character continues to arduously engage in the occupation.

CULTURAL, REGIONAL, AND HERITAGE MODIFIERS: The environment that a persona is raised in can change the character's ability scores, abilities, and skill sets. Storm & Steel offers suggested skills, abilities, and ability modifiers for cultural and regional considerations in Storm & Steel's world setting of TARTANIA. Somewhat similar suggestions are offered for regions, cultures, and heritage for general settings that a GameMaster can easily adopt for their campaign.