S&S: Character Creation

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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.

  • 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 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.


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.

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.