Character Generation Rules

Mythictom's WB FMAG Game
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mythictom
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Character Generation Rules

Post by mythictom »

To create a character

Roll 3d6 seven times (use dice or an online roller).

Place the top six scores however you'd like them among Strength, Intelligence, Wisdom, Deterity, Constitution, Charisma -- keep them in order, swap two, rearrange as desired (your choice...make the character you want).

Place the lowest score in WEALTH, which will provide starting gold (WEALTH x10 gold pieces), as well as starting equipment (given by DM). [If you really, really, really wanna play Richie Rich, put your HIGHEST score in WEALTH, and then consult the DM for background.]

REMINDER - Do not buy any equipment at first. The DM will assign basics based on WEALTH, which can then be adjusted with starting gold. After you get the free stuff, you can use starting gold to buy more equipment before joining the game.

Basic idea: WEALTH is starting gold, social class, and a score to suggest contacts in the city. A score of 3-10 suggests a freeman with basic gear, few contacts, and no current job -- you know, the clichéed adventurer. A merchant family would be in the 13-15 range, a noble 16-17, a member of the royal family 18.

RACES

Humans can be Clerics, Fighters, Magic-users or Thieves. Each class can easily advance to level TEN, with some Magic-Users seemingly able to reach level TWELVE.

Humans are versatile, adaptable, and damn lucky. All Humans begin play with three (3) LUCK POINTS. At any time, a player can use a LUCK POINT to assure the highest roll possible, thus ensuring a hit or maximum damage or a successful saving throw. The DM has the option to either refuse the player (for instance, if a hit was already successful without using LUCK) or to use a point on the player's behalf (for instance, to ensure a save vs. Death succeeds).

LUCK POINTS are reset upon gaining a new level (always to 3), and the DM may give an extra point as a reward.

Dwarfs may be either Fighters or Thieves, with each class easily reaching level SIX. To reach higher levels, extreme effort must be expended (rules to be created as needed).

Dwarfs have the abilities listed in the WHITE BOX: FANTASTIC MEDIEVAL ADVENTURE GAME manual:

- Half-damage from Giants, Ogres, Trolls et al.
- Detect traps, slanting passages, underground construction (1-4/d6 search, 1-2/d6 passing by)
- Resist Magic +4 to saving throws against anything magical
- Speak Common, Dwarf, Gnome, Goblin, Orc, Kobold

Additionally, all Dwarfs have the following:

- DARKVISION, the ability to see in the dark the same as in full daylight (does not counter magical darkness)
- Poison Resistance, a +4 to saving throws versus Poison.

Halflings (and Hobbits) may be either Fighters or Thieves. As Fighters, Halflings are limited to level FOUR, but as Thieves advance as high as level SIX. Higher levels can be achieved with extreme effort (rules to be created as needed).

Halflings have the abilities listed in the WHITE BOX: FANTASTIC MEDIEVAL ADVENTURE GAME manual:

- Half-damage from Giants, Ogres, Trolls et al.
- Accuracy with missiles (+2 to hit)
- Near Invisibility (1-5/d6 to hide & move silently out of combat)
- Resist Magic +4 to saving throws against anything magical
- Speak Common, Halfling, Gnome

Additionally, all Halflings have the following:

- FEARLESS, a +4 to saving throws versus fear effects ( and morale checks)
- SMALL SIZE - although Halflings cannot use large weapons (such as two-handed swords, longbows, or pole arms), they are nimble enough to move around medium and larger creatures (and gain a +2 bonus to armor class against the latter)

Elfs (and Faeries) use the Elf (variant) chart from the WHITE BOX: FANTASTIC MEDIEVAL ADVENTURE GAME manual as the base of their class. The Elf Wanderer (or Adventurer or Explorer or Outcast) can be advanced to level EIGHT.

Elfs have the abilities listed in the WHITE BOX: FMAG manual:

- Use all weapons (but cannot hold most two-handed weapons while spellcasting)
- Use spells while in magical armor (but cannot hold a shield)
- Use spells while in nonmagical leather or chainmail
- Hereditary Foes (Goblins, Hobgoblins, Orcs, Lycanthropes, and intelligent Undead) +1 to hit and damage rolls
- Immune to ghoul paralysis
- Detect secret doors (1-4/d6 searching, 1-2/d6 passing by)
- Speak Common, Elf, Gnoll, Goblin, Orc, Hobgoblin

Elf Adventurers also have the following abilities:

- NIGHTVISION allows an Elf to see at night as in daylight
- INVISIBILITY allows an Elf to vanish from sight for 1 turn per level per day (use in one round increments)
- Split Move & Fire allows an elf to move and fire a bow in the same round
- Immortality makes the Elf immune to aging effects, natural diseases, and provides +2 to saves against Sleep, Charm, and control spells
- Outdoor Survival is a skill used for identifying plants & animals, foraging, finding fresh water, hunting, trapping, stalking prey, reading tracks, etc (1-2/d6 @ 1st, 1-3/d6 @ 4th, 1-4/d6 @ 7th)
- Animal Friend describes an Elf's ability to Charm an animal once per day (save applicable, only reaction adjusted)
- Animal Languages - an Elf with high intelligence may choose any or all of these languages: Canine, Feline, Avian, Equine
- Companion - an Elf may take an animal as a boon companion (limit 2 hit dice per level of experience)
- Petty Magic - an Elf begins knowing THREE (3) bits of minor magic: FIGMENT, BLOOM, ELF-SHOT
- Elf Magic - an Elf does not use a spellbook like a Magic-User, but gains access to a specialized list of similar spells
- Use Fighter & Magic-User magical items

CLASSES - as per WB: FMAG plus the following:

CLERICS (lawful & neutral) and ANTI-CLERICS (chaotic)

- Clerics can use blunt melee weapons and missile weapons (like slings)
- Divine Investiture - create magic items
- 2: Holy Water, 4: Scrolls & Potions, 6: Lesser Weapons & Armor, 8: Lesser Rings, 10: Major Items
- Divine Gifts (as per deity)

FIGHTERS

- Favored Weapon - +1 to hit with chosen weapon
- can be declared at any time, reset when new level gained

MAGIC-USERS

- Enchantment - create magic items
- 1: Scrolls, 3: Potions, 5: Lesser Wands, 7: Lesser Rings, 9: Major Items
- @1: Create Scrolls (100gp/spell level; 1 week per spell level)

- Petty Magic - mastery of three (3) bits of minor magic (usually Figment, Animate Tool, and Spark)

THIEVES

- Dodge Personal Attack - make a saving throw (with DEX modifiers) to avoid damage from successful attack. Usable once per round.
- Evade Area Attack - make a saving throw (with DEX modifiers) to either halve damage or negate it (e.g. move through a mob or avoid a Fireball)

HIT POINTS start at maximum.

ALIGNMENT is either LAWFUL, NEUTRAL, or CHAOTIC. Those of Chaotic alignment tend to be anarchists, while those of Lawful sort seek to promote some sort of social harmony. Rebellion tends to be Lawful. Mad dictators tend to be Chaotic. A Neutral person either seeks to mitigate those two impulses, or else is simply self-interested and uncaring about the larger social (dis-)order.

ALIGNMENT LANGUAGE may be noted, but has little practical use in this game.

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