Tuesday, May 23, 2017

The Fantasy Mix


The Fantasy Mix

A Hybrid of Basic Fantasy Role-Playing Game and Beyond the Wall

Precis: For my Scarabae campaign, and other fantasy campaigns that nod heavily to D&D, I decide to fuse material from BFRPG, Beyond the Wall, and Microlite20 to make the perfect monster.

Most of the material is based on BFRPG, unless where otherwise noted in this piece.

Attributes: Attributes are generated by rolling 4d6 dropping the lowest and giving one re-roll to any natural 1's. On a second natural 1, the GM is encouraged to have the player keep that roll. Attributes are included below-

Strength - Physical power and health.
Dexterity - Coordination and reflexes.
Mind - Mental acuity.
Perception - The senses and wisdom to correctly interpret the world around the character.

Example: Rolling up Flint Quick, Human Swashbuckler, I generate the numbers 15,15,15, 13. They correspond with the table below.

Ability Score
Bonus Generated
3
-3
4-5
-2
6-8
-1
9-12
0
13-15
+1
16-17
+2
18
+3

Continued Example: As I mentioned, Flint is a Swashbuckler. We distribute scores for a Strength, Dexterity, and Perception gain the 15's and Mind takes the 13. All of them are at +1- but with training, eating magical stones, or other boons those 15's could increase to 16 and gain +2's.

Classes: This part would take an entire document and is a blend of BFRPG and Beyond the Wall. For our purposes let me show you what a Swashbuckler class looks like. A Swashbuckler is in this case a variant of the Fighter.

Swashbuckler

Hit Die: d8

Skills (Choose 2 Skills that are tied to Attributes. These skills add +2 to the Attribute score in order to increase the chance of a character succeeding in a roll-under system due to having more room to roll-under with.) Athletics (Covers actions such as Jumping, Climbing, and Swimming - Strength), Sailing (Mind)

Special Abilities: Weapon Specialization (Rapier): Gains +1 Attack and +2 Damage bonus when using a Rapier.

Knack (Duelist): Gains +1 AC when using a small off-handed weapon (such as a dagger). A duelist can make single attack with their off-handed weapon at no penalty along with their main attack.

Swashbuckler Table

Level
HD
BAB
Fortitude Save
Reflex Save
Will Save
1
1d8
+1
15
16
16
2
2d8
+2
15
16
16
3
3d8
+3
13
15
15
4
4d8
+4
13
15
15
5
5d8
+5
11
14
14
6
6d8
+6
11
14
14
7
7d8
+7
9
13
13
8
8d8
+8
9
13
13
9
9d8
+9
7
12
12
10
+2
+10
7
12
12
11
+4
+11
6
11
11
12
+6
+12
6
11
11
13
+2 per level
+13
5 (Stops at 5)
10 (Stops at 10)
10 (Stops at 10)

Other Abilities: Every 3 levels a Warrior Type (such as Fighters, Knights, Paladins, Barbarians) gain some kind of knack. There is a sample below, but a player and GM are encouraged to create more abilities or hash out the details as necessary.

Other Abilities could Include:

Skill Training: Gain an extra skill. This can be selected multiple times and can also be applied to the same skill up to 3 times. The 1st time is the initial skill that adds +2 to an Attribute score in relation  to the skill (such as +2 Strength Score when making an Athletics check). The second time increases this bonus by 2 for a total of +4 (The score's maximum is 19 for purposes of rolling under). The third time this is selected the character rolls with the Advantage (roll 2d20 and take the better of the two rolls) when making this particular skill check.

Defensive Fighter: Gain +1 AC when using a Shield. This can be selected multiple times, its effects stack.

Fleet: Gain +1 Initiative or draw an extra card (using card based initiative). This can be selected multiple times, its effects stack.

Great Strike: Deal a bonus +1 damage with any melee weapon. This can be selected multiple times, its effects stack.

Deadly Aim: Deal a bonus +1 damage with any range weapon used. This can be selected multiple times, its effects stack.

Resilience: +1 when rolling Saving Throws. This can be selected multiple times, its effects stack.

Weapon Specialist: Select a different weapon to gain another weapon specialization (+1 attack, +2 damage) with said weapon. This can be taken multiple times, but each time selects a different weapon.

Races

Again, doing a whole piece on Races would take up a blog page or so. Let's just offer a sample of a race. In this case, Flint is a Human. Let's see what Humans, Dwarves, Elves, Halflings, and Gnomes get.

Human

Extra Effort (1/day): Once per day a Human can gain the Advantage on a d20 roll of their choice. The Advantage means they roll 2d20 and take the better of the two rolls. This roll can include Attack, Saves, and Attribute checks.

Vision: Normal

Dwarf

Vision: Darkvision - Can see in Total Darkness albeit in a greyscale.

Toughness: Rolls their hit die one step higher when making hit point rolls. If a Fighter has a d8 hit die, Dwarves roll a d10. They also gain a +2 when making Saving Throws vs. Poisons or Disease. Dwarves are just hard to keep down.

Slow: Dwarves move slower due to their height and girth.

Elf

Vision: Low Light Vision - Can see double the range under at least moonlight conditions.

Perceptive (1/day): Treats their Perceptive score 2 points higher for the purposes of an Attribute check. Once per day an Elf can focus their talents into their perception and roll with the Advantage (2d20 and take the better of the two rolls). Their  keen perception also makes it difficult to control them. They gain +2 vs. Magical Enchantment such as Sleep, Mind Control, or Fear.

Fortune Faded: Elves are a dwindling race. They begin play with only 2 fortune points (see below).

Halfling

Vision: Normal

Small: Gain an automatic Stealth (Dexterity) Skill for free due to size. Halflings however receive a Disadvantage when requiring to make tests of Strength (such as moving a heavy boulder, lifting a treasure chest). Their maximum hit die is d6 - Thus a Fighter Halfling rolls a d6 hit die instead of a d8.

Fearless: Gain +2 vs. Fear based spells and effects.

Fortune's Chosen: Gain 4 Fortune Points at the start of play.

Gnome

Vision: Low Light Vision - Can see double the range under at least moonlight conditions.

Small: Gain an automatic Stealth (Dexterity) Skill for free due to size. Gnomes however receive a Disadvantage when requiring to make tests of Strength (such as moving a heavy boulder, lifting a treasure chest). Their maximum hit die is d6 - Thus a Fighter Gnome rolls a d6 hit die instead of a d8.

Keen Mind: Gain a free Lore (Mind) skill in a subject of their choice. Like other skills, this skill can be selected twice more with bonuses applied from above. They also gain a +2 vs. Magic spells and effects due to their brilliance and arcane touched heritage.

More races can be added later, following somewhat of the same pattern.

Fortune Points: At the start play, player's receive fortune points to represent strange luck that seems to follow them. These points can be turned in to allow the player to petition the GM for something. This can include-

Gaining a Re-roll.

Cancelling the wicked effects of a Natural 1 / Fumble

Stabilizing a dying character.

Gaining an extra spell use per day or spell point.

and other effects that a GM agrees to.

No comments:

Post a Comment