Flowchart

  • Select an alignment, race, background, and class.

  • Select stats with 15 points: (8: +2, 9: +1, 10: 0, 11: -1, 12: -2, 13: -3, 14: -5, 15: -7) 

  • Select an archetype and apply stat boosts for race, background, and class.

  • Pick class skills and add extra skills for race and background.

  • Input saving throws.

  • Select spells (if applicable).

  • Select starting equipment. 

  • Calculate health, defense, soak, initiative, proficiency modifier, speed, alertness, arete (if applicable), skill bonuses, and attack values.

Sample Stat Block

Name, Race, Background, Class (level), Health, Defense, Soak, Alertness, Initiative, Speed
Stats: Might, Agility, Endurance, Intellect, Spirit, Charisma, Saves: (F/R/W)
Tools: x, y, z, Languages: x, y, z
Attacks: weapon (hit +x, damage x)
Skills: x, y, z
Perks: x, y, z
Special: x, y, z
Gear: x, y, z

Magic: Arete, Difficulty, Mana, Spell Costs: 2/3/5/6/8/9/11*/12*/13*
Cantrips: x, y, z
Spells (total): [1], [2], [3], [4], [5], [6], [7], [8], [9]

Calculations

Health totals increase each level. The character rolls a hit die for their archetype and adds their endurance modifier. Certain perks and special abilities also add to health totals.
Defense can be calculated several ways. The base score is 10, plus bonuses for armor, agility modifiers, archetype abilities, or gear. Some archeteypes can use their PROF modifier in lieu of armor for calculating defense, representing martial prowess.
Soak is normally granted by armor or magic, though some archetypes have abilities that grant it.
Alertness is 10 plus the characters spirit modifier and any archetype bonuses or related perks. If the character is proficient in perception, they add their PROF to alertness as well.
Initiative is a bonus equal to the characters agility modifier plus any other bonuses for archetype, perks, or special gear.
Speed is typically 30, or 3 kilometers/hour. Abilities that boost speed increase foot speed by 1 km/hr for every 10 poitns of movement.
Fortitude saves are calculated by adding PROF (if proficient) or half PROF (if unproficient) plus endurance modifier plus miscellaneous bonuses for archetypes, perks, or equipment.
Reflex saves are calculated by adding PROF (if proficient) or half PROF (if unproficient) plus agility modifier plus misellaneous bonuses for archetypes, perks, or equipment.
Will saves are calculated by adding PROF (if proficient) or half PROF (if unproficient) plus spirit modifier plus miscellaneous bonuses for archetypes, perks, or equipment.

Statistics

Calculating character stats is a two-step process.

  1. First, allocate a set pool of 15 points to the six ability scores on the table below. 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. 

  2. 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. If you don’t want to be bad at anything, assign the following values: 13, 13, 13, 13, 13, 10. Then use racial, background, and class bonuses to boost these values to even numbers.

Score [point cost]

  • 8 [+2]

  • 9 [+1]

  • 10 [0]

  • 11 [-1]

  • 12 [-2]

  • 13 [-3]

  • 14 [-5]

  • 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 poison resistance. 
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 per 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 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, 2 toolsets 
Criminal. +1 agility, stealth, subterfuge
Farmer. +1 endurance, nature, wrangling
Hermit. +1 endurance, nature, survival
Merchant. +1 charisma, empathy, subterfuge
Nobility. +1 charisma, diplomacy, history
Servant. +1 intellect, 1 skill and 1 toolset
Soldier. +1 might, athletics, tactics
Temple. +1 spirit, empathy, theology
Tribal. +1 might and survival, 1 toolset 
Urchin. +1 agility, stealth, thievery 
Custom. +1 to one statistic, two skills [narrator approval required]

Saves (Proficient/Non-Proficient)

Level 1-4: (2/1 + Endurance, Reflex, or Spirit)
Level 5-8: (3/1 + Endurance, Reflex, or Spirit)
Level 9-12: (4/2 + Endurance, Reflex, or Spirit)
Level 13-16: (5/2 + Endurance, Reflex, or Spirit)
Level 17+: (6/3 + Endurance, Reflex, or Spirit)