I'm a little mad about this game. Just a little.
The Game: Steel & Scale
The Publisher: Steel & Scale Games Ltd
Degree of Familiarity: None, but the system isn't hard
Books Required: Just the one
Check out that cover. A kind of early 20th century vibe with fucking dragons, right? Perhaps a WWI game with some fantasy elements? Got this dude about to hurl a fireball in the back while GI Robot stands lookout?
And like...yeah, you could do all of that. Except there's no setting. This is someone's homebrew system (or, perhaps, revision of Shadow of the Demon Lord, because the system is basically that) that they wrote up, added art, and Kickstarted. And I'm a little mad about it, because it looks like a cool game, but where's the goddamn setting?
But then I started really thinking about it, and like, do I need the setting? Do I need the game to add another 50 pages to this very lean book, just to tell me about revisionist history or ancient pacts or what-the-fuck-ever? Two years ago I might have been more grouchy about it, but I've been running D&D in my own little world (that'd be Abhaile), and I have to admit, just at the moment it's tied with Chill for the game I look forward to running the most.
So...yeah, I think I'd run this, and I'm a little mad about it. Just a little. Don't ask me to explain. It's very cold outside.
Moving on! I think we can just assume a 1910s European sort of setting plus dragons n' magic n' shit for purposes of this project. (PDF's not bookmarked, grr.)
Step One: Idea. Every time I read this I think of Nicholas Angel in Hot Fuzz before they ram the shopping carts into the meat counter. If you know you know.
I feel like making a sort of martial character today, so I'm gonna make a sword expert. Beyond that I don't have a lot of ideas, so I'm gonna roll on the "Weird PC Backgrounds" table in The Weird. And I get..."military brat who grew up on all sorts of military bases, including a super secret one on the moon."
Well, no military bases on the moon are mentioned in the Steel & Scale book, but they're not not mentioned, either, so fuck it, there's a base on the moon. Let's say that getting to that base is a matter of some pretty powerful magic, and my guy went there with his family when he was 14 and left when he was 18 (it was iffy that he was there at all and they basically gave him the choice: join up or sod off, and he chose to sod off and go to university). Actually, I like the idea of him still being pretty young, still in university, and just being scarily good at dueling and fencing. Probably because he learned some secret swordfighting techniques on the moon that are extra effective here on Earth, which doesn't actually make a lot of sense, but whatever.
Step Two: Starting CP. Starting characters typically get 20 CP, so that's what we'll go with. My Skill Bonus is +2, and I get 3 Improvements.
Step Three: Attributes. These are named after the four elements. Let's see, which ones are important for sword-fighting? Could be Earth or Water, but Water is the one to use for quick, precise stabbies. I get 0, 1, 1, 3 to split up, and obviously I want my 3 in Water. I'll put my 1s in Earth and Fire, I think. And then I get 3 points to throw around (from my Improvements), so I'll boost Air to 1 and Fire to 2 (I feel like some buckles are gonna get swashed and Fire influences charisma).
Step Four: Archetype. Character class, effectively, mostly about how characters interact with combat. Eliminator, Skirmisher, and Warrior are all pretty appropriate. Maybe not Eliminator, that's a little more assassiny than I want. Yeah, I think Skirmisher, with its focus on avoiding hits, is the better fit.
Step Five: Race. There are a few cool ones, but this particular concept works better as human, so that's what we're doing. I get a free Background, and if I want I could spend 2 CP on Improvise (which would let me double up on Skill bonus in some instances). That's pretty cool, but I think I'll hold off for now.
Step Six: Resources & Numbers. Numbers, numbers, numbers, business business...is this working? (Yes.) Anyway. I suspect I'll be able to buy things that affect these later, but as things stand:
Defending is 1 (equal to Earth), Dodging is 3 (Water), Concentrating is 2 (Fire), Reacting is 1 (Air). I get to pick three of those things (Active Responses, they're called) that I add my Skill Bonus to, but that's a permanent choice. Well, Dodging, obviously, and then I think Reacting, and finally Defending.
Passive Responses! These are all equal to 9 + an Attribute. That gives me:
Endurance 11
Evasion 13
Resolve 12
Awareness 11
I can, once again, apply my Skill Bonus to two of them. I think Endurance and Resolve make more sense here (resisting poison and other body things, and then resisting fear and mental effects).
My HP is equal to 12 + [Earth x 2] + [Improvements x 2], or 20 for me. My Energy is the higher or Air or Fire (so Fire, for me) + Improvements, so 5. My Destiny is 3 (number of Improvements).
Step Seven: Character Skillz. I get a Trait, an Expertise, and a Weapon Skill. Do I get anything else for being a Skirmisher? Nope! (I get free stuff, but not that.)
So for my Trait, I want to take Agile. For my Expertise, I'll take...oh, there are a few that fit. I think since I'm a military brat, Bureaucracy makes the most sense, since he was around the military but never actually in it.
Now, I could take a Flaw, which would give me an extra 2 CP, and why the heck wouldn't I? I'll take Loud. I get a Setback to skill checks based on stealth. Swashbucklers are not sneaky.
Right, Weapons! Blades, obviously.
Step Eight: Backgrounds. Normally I could buy two, but I get a free one because I'm human. Does that mean I get one free and I can buy one more, or that I could have a total of three? There's an example of chargen (so I can't be too mad at this game), so I can check!
Well...that wasn't altogether helpful, since in the example he just takes the freebie and doesn't buy any more. But the phrasing in the text there and under Backgrounds seems to suggest you can only ever have two, so that's what we'll go with.
Actually, there's only one I want, and that's Ringleader. Kind of doubling down on the idea of my guy being a charismatic sort, Ringleader means I get some Followers! I get a group of loyal followers who accompany me on adventures, and I get two Special Followers (for which I roll) who have, like, stats and stuff. Also I get a social Trait for free. Well, for that I want Charming. And then for my Special Followers, I'll roll 2d6 and get...the Doc and the Brawn.
Step Nine: Abilities & Talents. These are really what I'm gonna spend my CP on. Abilities have variable costs, Talents cost 5CP each. Lessee now.
Well, obviously I want Blademaster, since that's basically my whole concept. That gives me a whole bunch of cool shit that I don't have room to write on the sheet, but that's fine. Basically I'm a badass with a sword and I'm hard to hit. That costs 5CP, so I'm down to 17 (I got two extra from the Flaw, recall).
There's a couple more I like. Weaponbound, which would give me a magic sword, is really cool, but I'm gonna look through Abilities first.
Well, of course I want Free-Runner (requires Agile, which I have). Annnnd...no spot for Abilities on the sheet. GUYS. Oh, wait, no, I just didn't print out the 2nd and 3rd pages. OK, fine. Anyway, Free-Runner costs 2, so I'm at 7 spent. Oh, I like Parley (basically I can talk people out of attacking my friends). That's another 3, so I've spent 10.
Oh, shit yeah I want Flurry of Strikes (lets me ignore the restriction on only attacking once per turn with a given weapon). That's another 3 spent. I want Disarming Attack, that's very swashy. And then I want Dual Strike so I can have a sword in each hand. That's 4 more total, which takes me to...17. 5 more. If I want another Talent, now's my last chance. Argh. There are still Abilities I like. OK, screw the magic sword. I want Parry (3CP), and that leaves me 2, so I'll take Improvised Fighting, just so I can fence with table legs and shit.
Step Nine: Equipment. I would get another 200 monies to equip my posse, but I'm not gonna bother. My dude has a rapier and probably a dagger in his boot, that's enough equipment for me (for purposes of this project; obviously were I really playing him I'd spend the money).
So, who is this guy? Let's call him Andy McClain. Andy grew up in various military bases all over the world, but when he was 14, his father (a military scientist) was reassigned to Gassendi Base on the moon. He isn't sure what dad was studying or researching there - it was all very hush-hush - but there was a whole community of kids of scientists and personnel, so it's not like Andy grew up lonely (I'm thinking of the base in Oppenheimer here). Andy displayed an aptitude for fencing - you can tweak the artificial gravity, so he learned how to fight in various gravitic conditions.
When he turned 18, the powers-that-be gave him the same option they gave any of the "moon kids." You either join up or you go back to Earth, and you keep your mouth shut. Andy never had any illusions about joining the military, so he went back to Earth, enrolled in college (he's still deciding on a course of study), and joined his university's fencing team. He immediately attracted a group of friends, well-wishers, and hangers-on, but his two besties are Luna, a first-year med student (he started hanging with her because of her name, and he's considered telling her the truth about where he grew up), and Tommy, an athlete, brawler, weight-lifter, and all around sweet guy who just happens to be able to crush coconuts in his bare hands.
Andy is white, red-brown hair, barely a bit of peach fuzz on his face. He's quick and decisive, but not especially perceptive on a moment-to-moment level (great in a fight, though). It would be really easy to get him into an adventure, because he doesn't really think things through, especially if there's a problem he can solve by swording it.