Storm & Steel
The new roleplaying system and world created by genius artist Steven Hill
Storm & Steel
Storm & 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.
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.
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 more desirable to ensure a better fit into the GameMaster's customized milieu. A set of character sheets will be provided along with the steps needed to fill them.
A character'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 actual bonus or penalty awarded for the attribute. The scores (-1, 0, +1, +2, etc.) are recorded in required places on character sheets throughout the character making process.
Storm & Steel has a large 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.
Storm & Steel has a large 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.
Occupations, Heritage, and Culture are character defining details in Storm & Steel. They often offer advantages (and sometimes restrictions, in the cases of some Heritage and Culture options) based on a character's background. They can be selected or rolled randomly. A GameMaster's milieu may determine where such background options are available.
Storm & 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.
- Storm & Steel generally offers skills freely 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.
- A Skill Point system is offered for GameMasters who have a "hands-off" approach to skill determination.
Storm & Steel offers a robust, strategic combat system guided by a uniquely intuitive movement and initiative system - where the action and combat momentum is continuous!
- Every round of combat is divided into segments in which every character can move throughout the round, even when it's not their turn to attack. This means every player has something to do on every segment, if they choose, and the ebb and flow of combat is easy to follow and intuitive as it plays out on the tabletop. Even new players are typically more decisive and less likely to be struck with 'decision paralysis'. At the same time, the movement system is quick and easy!
- Attacks: Attackers roll dice to attack.
- Defense: Defenders roll dice to defend.
- Attackers roll dice for damage if successfully striking.
- Defenders roll dice for Damage Reduction awarded by their armor and magical protections.
Storm & Steel offers a system (including additional optional systems) where weapon choices are meaningful.
- Shorter, faster weapons will improve chances to attack sooner but will typically score less damage.
- Longer, slower weapon will impair chances to attack sooner but will typically score more damage.
- Longer weapons, in general, will allow a wielder to strike an opponent with a shorter weapon immediately when making first contact.
- Storm & 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. There are only four major armor categories to consider, so the weapon bonuses are quick & easy to use.