S&S: Character Creation

From singerhosting
Revision as of 05:55, 27 September 2026 by Iron Colossus (talk | contribs)
Jump to navigationJump to search

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
  • TWO HANDED WEAPON BONUS = Melee Bonus + 50% (round down)

EXCEPTIONS TO NORMAL ATTACK & DAMAGE BONUSES: 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.

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 four types of defense recorded on character sheets. The first two main forms of defense for characters are defense with a shield and defense without a shield. In addition, both the defense vs. melee and defense vs. missile weapons must also be recorded each with and without a shield.

  • DEFENSE VS MELEE BONUS (NO SHIELD) = Dexterity (Dodge) + Dexterity (Parry) + Base Defense Bonus - Armor Penalty
  • DEFENSE VS MISSILE BONUS (NO SHIELD) = Defense vs Melee Bonus / 2 (assumes missile parry penalty)
  • DEFENSE VS MELEE (WITH SHIELD) BONUS = Defense vs Melee + Shield Bonus - Armor Penalty
  • DEFENSE VS MISSILE (WITH SHIELD) BONUS = Defense vs Melee + Shield Bonus + (Shield Bonus again, if the shield is metal) - Armor Penalty

OTHER DEFENSE BONUSES: Special class abilities, spells, and weapon & 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.

For each rank a character has in a skill, the bonus is equal to +1 each. Strong boosts in skills may be achieved with "Skill Specialization", which are worth 5 ranks. "Cornerstone Skills" 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.

  • 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'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's particular background warrants it.

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.

-Free skill slots are typically only at one rank.

-Skill Specialization, Cornerstone Skills, and Professional Skills are also determined at character creation.

  • 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.

SKILL VALUES AND PROGRESSION RATES:

  • ONE SKILL RANK = +1
  • SKILL SPECIALIZATION = +5
  • CORNERSTONE SKILLS = +1 at current level, and +1 at every level, thereafter
  • PROFESSIONAL OCCUPATION SKILLS = +1 every few levels (see specific class, race, background, profession, etc.)

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:

  • 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.
  • CLASS: Each class has its own starting treasure levels and list under its description.
  • STARTING TREASURE LEVEL: The GameMaster chooses what treasure level characters begin at. Each level has a random amount found in the class description.
-Treasure level 0: Likely has little more than the clothes on their back and will have to earn any substantial gear, thereafter.
-Treasure level 1: Likely has enough to purchase very basic gear, such as leather protection and an iron or bronze weapon or two.
-Treasure level 2: Likely has enough to purchase low-grade gear, such as basic iron or bronze protection and several iron weapons.
-Treasure level 3: Likely has enough to purchase mid-grade iron gear or low-grade steel protection and several steel weapons.
  • 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.
  • 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.
-Level 1 starting gear: Very basic gear, such as leather protection and an iron or bronze weapon or two.
-Level 2 starting gear: Low-grade gear, such as basic iron or bronze protection and several iron weapons.
-Level 3 starting gear: Mid-grade iron gear or low-grade steel protection and several steel weapons.