Grayscale Sword & Sorcery
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Character Creation Flowchart
Select stats using the 15 point-buy system.
Select a race.
Select a background.
Select an alignment.
Select a class and archetype, and write down class abilities.
Apply race, background, and class stat modifiers.
Select skills.
Select spells (if applicable).
Select starting equipment.
Calculate health, defense, soak, initiative, proficiency modifier, speed, alertness, arete (if applicable), skill bonuses, and attack values.
Statistics
Calculating character stats is a two-step process.
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First, allocate a set pool of 15 points according to the six ability scores on the table. If you select an 8 or a 9, you gain the listed number of points instead. You may then use these points to boost other statistics. This is called having a "dump stat", or engineering a flaw into your character to excel in other things. It is not required, but some people do it.
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Second, allocate the stat bonuses conferred by your character’s race, background, and class. If you do not wish to allocate points, assign the following values to your character's stats: 15, 14, 13, 12, 10, 8.
Score [point cost]
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8 [+2]
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9 [+1]
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10 [0]
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11 [-1]
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12 [-2]
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13 [-3]
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14 [-5]
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15 [-7]
Might measures strength, aggressive energy, and raw physicality. Having a big muscular body is a matter of player choice, though it does not make sense for a character with low might to look like that. Might is used to calculate attack and damage bonuses using standard melee and throwing weapons. It is also used to calculate maximum encumbrance and the athletics, intimidate, and wrangling skills. Finally, characters add half of their might modifier (rounded up) to their passive soak score.
Agility measures coordination, reflexes, balance, etc. Body shape is a matter of player choice. It is possible to play a character who is slim but clumsy, for example. Agility calculates attack and damage bonuses using finesse and shooting weapons. It also calculates defense, initiative, reflex saves, and the acrobatics, stealth, and thievery skills.
Endurance measures physical fitness, pain tolerance, breath control, etc. Body shape is a matter of player choice. It is possible to play a character who is deceptively fragile or tough, for example. Endurance is used to calculate health. It is also used to calculate fortitude saves.
Intellect measures memory, retention, and speed of thought. Creativity, cunning, and logic are a matter of player choice. It is possible to play someone with tons of lore but no skill at plotting, for example. Intellect is used to calculate arete for wizards. It also calculates bonus languages and the arcana, history, investigate, medicine, nature, occult, tactics, and theology skills. Finally, all spellcasting characters learn a number of bonus spells equal to half their intellect modifier (rounded up).
Spirit measures inner strength, stubbornness, piety, etc. Wisdom and spirituality are a matter of player choice. It is possible to play an idiot who is tenacious, for example. Spirit is used to calculate arete for clerics, druids, and rangers. It is also used to calculate will saves, alertness, and the empathy, perception, and survival skills.
Charisma measures raw personality, social acumen, and the ability to get what you want. Appearance is a matter of player choice. It is possible to play an attractive character with low charisma, for example. Charisma is used to calculate arete for bards, paladins, sorcerers, and potentially oracles and warlocks. It is also used to calculate the diplomacy, perform, and subterfuge skills.
Races
Racial diversity is a major element of most fantasy settings because it provides a ready source of wonder, momentum, and plot hooks. When building a character, consider what race you would like to play. Each species has a unique set of physical and cultural advantages. Most RPG systems eventually broaden or dispense with racial aptitudes to allow for greater customization (and to sell more splatbooks), but this diminishes the purpose and validity of having different races in the first place. Another recurring theme of all the races in GSS is that their precise origins are not fully clear.
Humans. Nobody knows who made these darn things, but they're all over the cosmos and have mutated into countless subspecies. They have no homogenized culture but are so fertile and aggressive that they influence every other species they touch. Humans gain +1 to three stats of the player's choice and the versatile trait.
Draconians. A race of tall reptilian humanoids created by true dragons as a military servitor race. Some have escaped bondage and established their tribes and nations, while others continue to serve. Traditional draconian culture is militant, honor-bound, and cultish. Draconians gain +1 to might and charisma and the draconic and wyrmkin traits.
Dwarfs. A race of stout, hardy humanoids created by chthonic (earth) deities. They are clannish and build mighty strongholds in mountains or mines deep in the earth. They have a reputation for stubbornness and greed, but their culture values industry, craftsmanship, and valor.. Dwarfs gain +1 to might and endurance and the stocky and dweller traits.
Elves. A fair race of humanoids first created by angelic powers in the high heavens. These creatures used to be known as Sidhe, but those who emigrated to the prime became Elves. Elf culture emphasizes nature, magic, hunting, and the arts. Elves gain +1 to agility and charisma and the alert and fey traits.
Gnomes. A race of little humanoids created by the inscrutable archfey of the realm of Faerie. Faerie gnomes are very plant-like, but those who emigrated to the prime developed fleshy green skin with plant-like traits over time. Gnome culture is tribal and druidic, but gnomes are adaptable and quickly adopt whatever culture they find themselves immersed in. Gnomes gain +1 to intellect and charisma and the cunning and gladeling traits.
Goblins. A race of little humanoids created by the archfey from the realm of Faerie. They have since lost their fey heritage. These creatures have a reputation for being nimble, treacherous, and cunning. Traditional goblin culture is tribal, nocturnal, and predatory. Some tribes have embraced civilization and devoted their manic energy to hobbies or commerce instead. Goblins gain +1 to agility and spirit and the twitchy and dweller traits.
Halflings. A race of stout humanoids once native to the ethereal plane. At some point in the distant past these spirit folk migrated to the prime at the urging of inscrutable nature gods, becoming creatures of flesh. With sensation came vice, and halflings are now renowned for their appetites and luxuries. Traditional halfling culture is agrarian and clannish, emphasizing large families. Halflings gain +1 to agility and endurance and the wary and lucky traits.
Orcs. A race of burly humanoids created by the powers of the lower planes as war thralls. Every fiendish race claims responsibility for them. They have migrated to the prime and naturalized on countless worlds. Some have even moved away from their warlike tribal culture and embraced civilization. Orcs gain +1 to might and endurance and the brute and dweller traits.
Tieflings. Humanoids whose ancestors interbred with fiends, granting them a sinister, otherworldly countenance. There are many types of Tieflings, and some have formed stable breeding populations. Tieflings also arise spontaneously among parents who are cursed or tainted by lower planar magic, or who have a Tiefling ancestor (it is recessive). Tieflings gain +1 to two stats and the hellborn and dweller traits.
Racial Traits
Alert. +1 alertness and proficiency in perception.
Brute. +1 melee and throwing damage and 2x natural healing speed.
Dweller. Darksight to a range of 60 feet.
Cunning. +1 defense and will saves.
Gladeling. Plant subtype and resistance to poison.
Draconic. Resistance to one element of choice.
Fey. Fey subtype and advantage on charm saves.
Hellborn. Resistance to cold and fire.
Lucky. Reroll 3 failed checks. Recharges after a full rest.
Stocky. +1 health per level and 50 points of load to not count towards encumbrance.
Twitchy. +1 defense and initiative.
Versatile. 1 bonus skill and 1 bonus language.
Wary. Always act in the surprise round. Before your first initiative, you still count as surprised.
Wyrmkin. +1 soak and claws that deal 1d6 damage [plus MIGHT or AGILITY modifier].
Backgrounds
Academic. +1 intellect, history, and occult
Artisan. +1 spirit, proficiency in two toolsets
Criminal. +1 agility, stealth, subterfuge
Farmer. +1 endurance, nature, wrangling
Hermit. +1 endurance, nature, survival
Merchant. +1 charisma, empathy, subterfuge
Nobility. +1charisma, diplomacy, history
Servant. +1 intellect, proficiency in 1 skill and 1 toolset
Soldier. +1 might, athletics, tactics
Temple. +1 spirit, empathy, theology
Tribal. +1 might and survival, proficiency in 1 toolset
Urchin. +1 agility, stealth, thievery
Custom. +1 to one statistic, two skills [narrator approval required]
Perks
Perks are small improvements or talents that characters pick up in the course of adventuring. They allow players to customize their characters above and beyond the basic class framework, and every character gains one perk at 1st level and every even level thereafter (2,4,6,8,10,etc.). Additional perks beyond those granted by level can also be awarded by the narrator in special circumstances, though this is best done sparingly to prevent power creep from spoiling the game.
The following perks may be taken multiple times.
Energy = +6 maximum mana
Fast = +1 initiative
Polyglot = proficiency in 1 language
Resistant = +1 to one save
Skilled = proficiency in 1 skill or toolset
Talented = +1 to two skills
Tough = +6 maximum health
Zanshen = +2 alertness
The following perks may only be taken once.
Advisor. Your support action has a range of 20 feet.
Armored. You gain proficiency in medium armor.
Aquanaut. You gain a swimming speed equal to land speed and can hold your breath 2x as long.
Attractive. +1 on all charisma checks to influence romantically compatible creatures.
Bomber. You add your PROF to damage with alchemical items.
Charger. When charging your speed increases by an extra +10.
Diesel. You require only half as much food and water.
Greenblood. You gain poison resistance and cannot become addicted.
Grounded. You recover lost sanity at 2x the normal rate.
Bushwhack. You gain 1 backstab damage die. If you are already a rogue, your current backstab ability increases by 1 die.
Hipshot. You can shoot into melee without disadvantage.
Insomniac. You require only half as much sleep.
Leadership. You can attract followers at 10th level and beyond.
Militancy. You gain proficiency with martial weapons and shields. If you already have these proficiencies because of your class, you cannot take this perk.
Packmule. 30 points of load do not count towards your encumbrance.
Packrat. Once per session you can retroactively declare your PC packed one non-magical item worth <10 silver and weighing <5 lbs, subject to narrator approval.
Prepared. Once per session you can retroactively declare your PC took one downtime action lasting <1 hour within <10 days, subject to narrator approval.
Quickdraw. You can draw and stow weapons or tools as a reaction instead of a bonus action.
Recuperative. You heal naturally at 2x normal speed. If you already have this ability, you recover at 3x normal speed.
Reparable. Healing you receive restores extra health equal to your Endurance modifier. This includes spells, potions, medical attention, etc.
Safedive. You can move up to 10 feet to cover as a reaction when targeted by a missile attack or any effect requiring a reflex save.
Scheduling. Prolonged activities such as research, crafting, or labor take you and up to PROF allies 30% less time to complete.
Teamwork. Your support action grants a +3 bonus instead of +2.