Shadow, Sword, & Spell Character Creation
Thursday, September 23rd, 2010I have always felt you learn a lot about a system through character creation. So when I received a complementary PDF of Shadow, Sword, and Spell I figured the best way to check it out is to make a character. SS&S is a rules light RPG intended for a pulp fantasy style game.
First step is choosing abilities. I notice that the character doesn’t have a name yet. I assume we will get to that. Abilities range from 1 to 12 with 7 being average. It looks like you get 35 points to spread around five abilities, which means characters aren’t above average. If you want to be really good at something, you need to be bad at other things. Here’s where I decided to allocate my points:
- Brawn: 6
- Quickness: 9
- Toughness: 7
- Wits: 8
- Will: 5
I decided my character should be quick with his hands and his wits, if a little low on self control. This character is going to be based on my original Deinol character, who was a traveling gambler. There are three more abilities that are derived from the above stats. Vitality comes from a combination of brawn and toughness, Resolve is from wits and will, and Sanity is from will. It looks like my character is going to be weak against madness.
- Vitality: 30
- Resolve: 30
- Sanity: 25
According to the 5 steps at the beginning of the character creation chapter backgrounds is next. However, the book stops and talks about hooks (which is step 4) between abilities and backgrounds. I’m following the steps so I’ll skip to backgrounds for now. These are packages that adjust your character to fit a theme. Backgrounds come in two parts. The first is your culture: primitive, barbarian, civilized, and advanced. I’m going to go with civilized. This gives me some starting skills: Bureaucracy, Diplomacy, and Native Language. Then you add another modifier to that which gives some skill bonuses. I choose Mercantile and get a +1 Bargain, and +1 Diplomacy.
Edit: After reading D20 Source’s article which pointed out errata (Clarity on Skills linked from here) I realize that the following is all incorrect.
The next step is choosing skills. The math for buying skill ranks is a little strange, as it is based on your original ability score. I would have probably preferred a more unified math formula, as this one feels a little awkward. There are odd point breaks in the system. Past the first rank in a skill, it is better to have a 4 in the base ability than a 5. 8 seems preferable to 9 if you plan to put a skill above 10. It also looks like starting points are spent differently than experience points. There also seems to be a bit of confusion about what a base rank looks like. If I buy the base rank of Melee (a brawn skill), will it start at Rank 6 (my brawn score), Rank 0 (so it plus brawn = 6) or Rank 1 (so it plus brawn = 7). I’m going to run with base Rank = 0 and go from there. Let’s see what I end up with.
- Bargain (Fast Talk) 2/4 (cost 7 points)
- Brawl 0 (cost 3 points)
- Bureaucracy 1 (cost 0 points)
- Defend 0 (cost 5 points)
- Diplomacy (Persuasion) 2/4 (cost 4 points)
- Divination 2 (cost 8 points)
- Dodge 0 (cost 5 points)
- Gaming 3 (cost 10 points)
- Melee 0 (cost 3 points)
- Native Language 0 (cost 0 points)
I was tempted to have a bit of magic just to try out that system, but settled on Divination instead. I think I did a decent job making a fast talking card shark who relies on his natural quickness to survive in a bar fight. I still think the point buy system is a tad bit awkward, having to look up the exact point values each time I bought a skill. Being a computer guy, I actually built a spreadsheet. Something simple like 4 points for initial rank and 2 points per rank after would have made more or less the same character without being quite as fiddly. Edit: It looks like the “Expert” book will have an option to simplify it to 6 points for base skill rank and 3 points per rank after that. I’m also not certain specialization is worth it in the long run, as you have to buy them up separately after that. If I am wrong about the base rank then all my ranks above should be one higher. Actually resolving skills looks pretty easy (roll under Rank + Ability on 2d12). I do like that fighting, magic, and other skills all use the same core skill mechanic.
Update: I felt I shouldn’t leave this article with incorrect stats, so after learning from my above mistakes, I came back and updated my skills. SS&S is setup so that abilities imply competency in a lot of skills. For example, I can do Investigation (Wits) untrained at 8 (ability) + 8 (base rank) – 4 (untrained penalty) = 12, which is still almost 50% for a routine task. Since that is the case, I bought all of the skills (using 45 points) at base rank so Deinol is decent with a knife, and good at dodging, gaming, and card-reading.
- Bargain (Will) 5 {cost 5} TN = 5 (ability) +5 (skill) +1 (bonus) = 11
- Bureaucracy (Wits) 8 {cost 0} TN = 8 + 8 = 16
- Defend (Quick) 9 {cost 9} TN = 9 + 9 = 18
- Diplomacy (Will) 5 {cost 0} TN = 5 + 5 + 1 (bonus) = 11
- Divination (Wits) [Card-Reading] 8 {cost 8} TN = 8 + 8 = 16
- Dodge (Quick) 9 {cost 9} TN = 9 + 9 = 18
- Gaming (Wits) 8 {cost 8} TN = 8 + 8 = 16
- Melee (Melee) 6 {cost 6} TN = 6 + 6 = 12
- Native Language (Wits) 8 {cost 0} TN = 8 + 8 = 16
Hooks remind me a lot of aspects from the FATE system (Spirit of the Century, Houses of the Blooded, and Dresden Files RPG). They are descriptive things about your character that you can activate using an action point to get a +2 bonus or a re-roll. Every character begins with five hooks. For Deinol, I came up with the following:
- A well traveled man with a friendly smile, he is easily liked.
- Likes to gamble, lives on the edge.
- Quck to anger, quicker to forgive.
- A tad bit lazy, never passes up an opportunity for easy money.
- Always keeps his word, when you can get him to give it.
Since I’m my own gamemaster in this exercise, I’ll have to approve those hooks. I certainly think it gives him enough quirks. As for finishing touches, the only required details are name, age, and gender. Deinol is a 24 year old male. For equipment I’d get him a deck of cards, a deck of marked cards, some dice, a dagger, clothes and a cloak with many pockets, and a deck of divination cards.
So that’s it for making a Shadow, Sword and Spell character. The book is everything you need to play and comes with a variety of premade foes and monsters. Since stat blocks are fairly short with a few skills there are 2-3 per page. That means there are 40-50 in the book and it would be easy to add more. The default setting includes a cult of Azathoth, which made me smile. I probably wouldn’t run the game as a long campaign, but I would definitely run a one-shot here or there. If you are looking for a light game in one book, this one is well worth checking out.
Want to learn more about Shadow, Sword, & Spell? Read on…
- Atomic Array: Episode 045: Shadow, Sword & Spell
- Apathy Blogs: Shadow, Sword, & Spell Character Creation
- D20 Source: En Garde! Shadow, Sword, & Spell