CHARACTER CREATION FANTASY AGE RPG BY GREEN RONIN PUBLISHING.

Slides:



Advertisements
Similar presentations
The Basics D&D is a role playing game Take on the persona of anyone. You are the character of the story, the DM is the author, you define your world. Use.
Advertisements

The basic movement, combat and interaction in Diablo II is as simple as the original. It is based on clicking on a target area or creature.
Game Mechanics and Theory STORYTELLING. Three act structure  Beginning (Act 1): Place the audience into the action or drama of the story. Introduce the.
GCSE Computing Working with numbers. Challenge ‘Crimson Mystical Mages’ is a fantasy role playing board game. You need to create an electronic program.
“I can't change the laws of physics” Roll a die. On an odd result your Brain task gets +1D6, otherwise it gets -1D6. “Random chance seems to have operated.
Game Idea : Rogue-Like. Basic Idea A rogue-like game is one that is characterized by procedural level generation, tile-based graphics, and permanent death.
Dragonborn Paladin/ Level 6 STRENGTH Athletics CONSTITUTION Endurance DEXTERITY Acrobatics Stealth+2 Thievery+2 INTELLIGENCE Arcana.
Space Rescue Chad Seippel Cory VanHooser. Story 2050 brand new International Space Station Distress call from ISS about “alien attack” No further communication.
Activity 1: Where am I? Play in pairs Each player has a number line or bead string and a pack of number cards Each player takes turns to turn over a number.
Dragonborn Battlemind / Level 5 ABILITIES & SKILLS STRENGTH Athletics (1)+3 +6 CONSTITUTION Endurance (3)+5 +8 DEXTERITY Acrobatics (3)+5 +3 Stealth+3.
Rapid Recall Activities. Retention of facts is key with the New Curriculum Rolling Dice: Rolling a 10-sided dice and making number bonds to 10 Adding.
For “Francelette’s Kindness Adventure” Game Series Card Game Proposition.
Training programs Design your own for you and your personal goals!
Francelette’s Kindness Adventure Card Game. I. Special Rules for different difficulties I. Beginning players to Expert Players II. Being a referee for.
Civ89 Instructions for PowerPoint. Getting Started Civ89 is a game of military, technological, and economic conquest played with two people, identified.
Coaching Pack 5 – 8 Years.
Help or Hindrance? Roll a die. On an odd result your Brain task gets +1D6, otherwise it gets -1D6. Terribly Good Luck Play when you are about to make a.
What is Probability?  Hit probabilities  Damage probabilities  Personality (e.g. chance of attack, run, etc.)  ???  Probabilities are used to add.
Math Games Compiled By: Joan Bartlett and Heather Bartlett.
San Diego Girl Scouts Tabletop Role-Playing Game Workshop April 19 th, 2015 “Home is behind, the world ahead, and there are many paths to tread through.
AI Evaluation David Nowell CIS 588 2/14/05 Baldur’s Gate.
KEYS Scott Gajewski ART 389A Spring Contents Premise Getting Started -Players -Set-up -Materials Rules -Basics -Points System -Multiple Players.
More on OO Programming Our programs will no longer just be a main method or a main which calls a collection of other methods –instead, a program will be.
Unit 2 - Perception. The Perceptual Process Sensory stimuli – sounds, sights, smells, tastes, and feelings you experience on a regular basis Perception.
Resilient Treats OOF as Knocked Down. Hard to kill Treat Obviously Dead result as a Knock Down instead. Wary Add 1d6 when taking In Sight tests. Bad Shot.
Elven Hunter Ranger / Level 6 STRENGTH Athletics CONSTITUTION Endurance DEXTERITY Acrobatics Stealth+13 Thievery+10 INTELLIGENCE.
A gaming study By: Evan Bailey. For my independent study I played my favorite games and studied how they work and what I can do to improve my performance.
VOLLEY TENNIS. TERMS Ace - Serve that results directly in a point Foul - Violation of the rules. Game Point - Last point in a game.
© 2009, Tom McKendree The Systems Engineering Game (Basic Game) 1.0 Introduction This is a game about the systems engineering process, as represented by.
Maths Parent Workshop October 2013 Stakesby Community Primary School.
Copyright © 2009 Pearson Education, Inc. Chapter 16 Random Variables.
Chester County 24 Challenge® Tournament Overview
Helping your child with Maths
Backgammon: A Game of Skill and Intelligence
Task 2 – Performance Strengths and Areas for Improvement
Organizing Your Life.
Student- Centered Activities For the Secondary Classroom
Rapid Recall Activities
Organizing Your Life.
Application of Artificial Intelligence and Graphics to Support a Three-Dimensional Game Chris Cummings.
TEN Information Session
Technical Proficiency 2
Welcome!! While you are waiting…….. Have a look through your pack -
Module B- Taking the Lead
Fitness for Life Unit 1.
What is Work? Just FACS.
Mathematical Tools as Learner Supports for Grade 1
Thinking is at the heart of Mathematics and therefore should be at the heart of mathematical teaching and learning.
Chapter Two: Characteristics of Entrepreneurs
Student or Learner? Engaging Students in Math
Read the quote and with the person next to you, discuss what you think it means. Do you agree? Why / why not? Be prepared to share your thoughts with the.
How to make a character Workshop 1.
What makes a good mathematical game?
Math Fluency Choice Board INITIALS:_____________
Accuracy and Precision
Games Workshop.
1st/2nd Grade Math Games Family Math Night.
Topic 1: Problem Solving
3rd/4th grade Family Math Night Games
Matthew Renner, Trish Beeksma, Patch Kenny
Accuracy and Precision Accuracy- indicates the difference between measured value and the expected (true) value. If observed (measured) values.
Lower KS2 Maths Workshop 1st February 2018
Dungeon and Dragons 5th Edition.
What is Work? Just FACS.
It’s Game Time: Using Games in the ESOL Classroom
Ministry of Football CONTEXT
Sensation, Perception, and vision
I believe the reason students have difficulty learning algebra and that most people have trouble doing math word problems is that although children are.
2019 SAIMC Puzzle Challenge General Regulations
Presentation transcript:

CHARACTER CREATION FANTASY AGE RPG BY GREEN RONIN PUBLISHING

MAKING A CHARACTER IN 9 EASY STEPS Create a Character Concept – this is a rough idea of the sort of character you’d like to play Determine Abilities – These are your character’s core physical and mental abilities Chose a Race – You character can be elf, dwarf, gnome, Halfling, human or orc Determine Social Class & Background – Your background is what you did before becoming an adventurer Choose a Class – This is your character’s calling in life. You can choose mage, rogue or warrior Pick Starting Equipment – Your character needs gear before the adventure begins Calculate Defense – This helps your character survive combat encounters Pick a name – Every hero needs a good name! Chose goals and character ties. They help give your character personality

ABILITIES Accuracy represents your character’s physical precision & skill with finesse and ranged weapons, such as bows & rapiers. Communication covers your character’s social skills, personal interactions, and the ability to deal with others. Constitution is your character’s fortitude and resistance to harm. Dexterity encompasses your character’s agility, hand-eye coordination, and quickness. Fighting is your skill at combat with heavier weapons, such as axes & spears. Intelligence is a measure of your character’s smarts, knowledge & education. Perception covers all of the senses and the ability to interpret sensory data. Strength is your character’s physical prowess. Willpower encompasses mental toughness, discipline & confidence.

ABILITY OPTION 1: ARRANGING ABILITIES In this option you roll your abilities randomly as described later. You can assign the results however you wish, so you can decide which rating goes with which ability. Roll 9 times and use the Determining Abilities table to note the results on a piece of paper. Then assign each rating to the ability of your choice

ABILITY OPTION 2: BUYING ABILITIES In this option your character’s abilities start at 0 and you get ten advancements to increase them. Each advancement you spend raises an ability by 1, but no ability can be greater than 3. You must spend all 10 advancements. Race and backgrounds then modify these starting ratings as normal. Note: Does not allow you to make some abilities worse so you have more advancements to spend on others.

DETERMINING ABILITIES (OPTION 1) Roll all three 6 sided dice (3d6) Add them together Use the Determining Abilities chart (pg 10) to score Repeat 9 times Assign ability scores

ABILITY FOCUSES A focus give a +2 to the base ability Focuses are gained through character creation background, classes, & talents. Additional focuses are gained through level advancement.

RACE Race selection has concrete effects on your developing character. Your choice of race will modify one or more of your abilities, give your one or more focus(es), determine the languages you can speak & write, and possibly provide other benefits as well. Once you decide on a race, you’ll get certain benefits automatically, plus two more rolled on a random table. The core rule book covers what are considered the classic fantasy races. Your campaign setting may have some more unusual options. Your GM will let you know it that’s the case.

DWARF Add 1 to your Constitution ability Pick one of the following ability focuses: Constitution (drinking) or Intelligence (Evaluation) You have Dark Sight, which allows you to see up to 20 yard in darkness without a light source Your Speed is equal to 8 +Dexterity (minus armor penalty if applicable) You can speak & read Dwarven & Common Roll twice on the Dwarf Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice re-roll until you get something different.

ELF Add 1 to Dexterity ability Pick one of the following ability focuses: Intelligence (Natural Lore) or Perception (Seeing) You have Dark Sight, which allows you to see up to 20 yards in darkness without a light source Your Speed is equal to 12 +Dexterity (minus armor penalty if applicable). You can speak & read Elven & Common Roll twice on the Elf Benefit table for additional benefits. Roll 2d6 & add the dice together. If you get the same result twice, re-roll until you get something different.

GNOME Add 1 to Dexterity ability Pick one of the following ability focuses: Constitution (Stamina) or Dexterity (Legerdemain). You have Dark Sight, which allows you to see up to 20 yards in darkness without a light source. Your Speed is equal to 8 +Dexterity (minus armor penalty if applicable) You can speak & read Gnomish and Common. Roll twice on the Gnome Benefit table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

HALFLING Add 1 to your Dexterity ability Pick one of the following ability focuses: Communication (Bargaining) or Dexterity (Stealth) You Speed is equal to 8 +Dexterity (minus armor penalty if applicable). You can speak & read Halfling and Common Roll twice on the Halfling Benefits table for additional benefits. Roll 2d6 and add the dice together. If you the same result twice, re-roll until you get something different.

HUMAN Add 1 to your Fighting ability Pick one of the following ability focuses: Dexterity (Riding) or Constitution (Swimming) You Speed is equal to 10 + Dexterity (minus armor penalty if applicable) You can speak & read common Roll twice on the Human Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

ORC Add 1 to your Strength ability Pick one of the following ability focuses: Constitution (Stamina) or Strength (Might) You have Dark Sight, which allows you to see up to 20 yards in the darkness without a light source You Speed is equal to 10 +Dexterity (minus armor penalty if applicable) You can speak & read Orcish and Common Roll twice on the Orc Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

SAURIAN Add 1 to your Strength ability Pick one of the following focuses: Intelligence (Scientific Lore) or Willpower (Self-Discipline) Your Speed is equal to 10 +Dexterity (minus armor penalty if applicable) You can speak & read Saurian and Common Roll twice on the Saurian Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

SOCIAL CLASS Outsider: Strangers, outcasts, or vagabonds that may hove had a home at some time, but now find themselves in a new land. Lower: Backbreaking labor or work at jobs that pay little more than room and board. Middle: Well-paying jobs or benefits from families who can support them. Upper: Wealthiest and most connected of all the classes.

BACKGROUNDS

CLASS DESCRIPTIONS Primary Abilities: A class has four primary abilities. These are the abilities most important to the class and the ones used most often. Secondary Abilities: A class has five secondary abilities. These abilities are not as important as primary abilities, but can be useful in the right circumstances. Starting Health: Health is a measure for your character’s fitness & wellbeing. Weapon Groups: Your class determines the weapons your character knows how to use. Class Powers: A class provides your character with a variety of special powers, such as ability focuses and talents. These powers are listed by level in each class description.

MAGE Primary Abilities: Accuracy, Intelligence, Perception & Willpower Secondary Abilities: Communication, Constitution, Dexterity, Fighting & Strength Starting Health: 20 + Constitution + 1d6 Weapons Group: Brawling & Staves

MAGE CLASS POWERS: LEVEL 1 Arcane Device: A device though which a mage can focus magical energy. Arcane Blast: If you are holding your arcane device, you can make a special Ranged Attack that damages foes with a blast of magical energy. Resolved like a ranged attack, but the attack roll is an Accuracy (Arcane Blast) test. Range 16 yards & inflicts 1d6 + Willpower damage. Requires no magic points. Magic Training: Begin with 2 magic talents & 4 spells Magic Points: Start with 10 + Willpower + 1d6 and you spend the magic points when you cast spells. Regain through rest.

ROGUE Primary Abilities: Accuracy, Communication, Dexterity & Perception Secondary Abilities: Constitution, Fighting, Intelligence, Strength & Willpower Starting Health: 25 + Constitution + 1d6 Weapons Group: Brawling, Light Blades, Staves & either Black Powder or Bows

ROGUE CLASS POWERS: LEVEL 1 Pinpoint Attack: Once per round, you can add 1d6 to the damage of a successful attack if your Dexterity is greater than your opponent’s. Rogue’s Armor: Ignore the Armor Penalty of leather armor. It affects neither Speed nor Dexterity. Starting Talents: Novice in one of the following talents; Contacts, Scouting or Thievery

WARRIOR Primary Abilities: Constitution, Dexterity, Fighting & Strength Secondary Abilities: Accuracy, Communication, Intelligence, Perception & Willpower Starting Health: 30 + Constitution + 1d6 Weapons Groups: Brawling, plus any 3 of the following; axes, black powder, bludgeons, bows, heavy blades, light blades, spears or staves.

WARRIOR CLASS POWERS: LEVEL 1 Starting Talents: Novice in 2 of the following talents: Archery Style, Dual Weapon Style, Pole Weapon Style, Single Weapon Style, Throwing Weapon Style, Two-Hander Style, Unarmed Style, Weapon & Shield Style. Also start as a Novice in Armor Training

TITANSGRAVE CLASS MODIFICATIONS Rouges Weapons Group: Blaster Pistols, Brawling, Light Blades, Staves & either Blaster Longarms or Bows. Warriors Weapons Group: Brawling, plus any 4 of the following; Axes, Blaster Pistols, Blaster Longarms, Bludegeons, Bows, Heavy Blades, Light Blades, Spears, or Staves. Warriors Starting Talents: add Blaster Weapon Style to the list of available starting talents. Warrior starting armor is scout armor. All characters start with 3 Fulgin batteries.

DEFENSE DEFENSE = 10 + DEXTERITY + SHIELD BONUS (IF APPLICABLE)

STARTING EQUIPMENT A backpack, traveler’s garb, & a waterskin Mage: one weapon & an arcane device Rogue: light leather & two weapons Warrior: heavy armor & 3 weapons If you choose a bow or crossbow, you get a quiver of 20 arrow or bolts If you have the Weapons & Shield talent, you get a medium shield 1 Gold Piece = 10 Silver Pieces = 100 Copper Pieces

ARMOR Armor Rating: When you take damage, subtract the armor rating before losing health each time you are hit. Armor Penalty: The penalty applies to speed if you are training, but speed and dexterity if you are untrained

ARMOR: TITANSGRAVE

SHIELDS If you are carrying a shield, you get the listed bonus to your defense. Without the Weapon & Shields Talent the highest bonus you receive is a +1

WEAPONS: MISSILE WEAPON RANGES

WEAPONS: TITANSGRAVE WEAPON RANGES

WEAPONS: TITANSGRAVE Weapon Batteries Fulgin M: 10 charges Fulgent: 20 charges Carsilorate: 50 charges

FANTASY AGE CORE RULES COMBAT, EXPLORATION & ROLEPLAYING

STUNT POINTS When doubles are rolled on certain types of test, this generates stunt points (SP) Combat Stunts Spell Stunts Exploration Stunts Roleplaying Stunts 2d6 of one color and 1d6 off a different color which will be your stunt die. If doubles are rolled the number on the stunt die is the number of points available to use on the stunt chart.

ABILITY TESTS Test Result =3d6 + Ability + Focus (+2 if applicable) Making an opposed test Compare the test results. If you beat your opponent’s test result, you win. If there is a tie, whoever rolled higher on the stunt die wins. If there is still a tie, both re-roll the test

ROLL FOR INITIATIVE Dexterity (Initiative) ability test Arranged highest to lowest Each player turn gets one Major Action & one Minor Action or two Minor Actions.

MAKING ATTACKS Pick a target (2yds for melee; in range for missile) Attack roll = Ability Test based on the weapon group in use + Focus (+2 if applicable) + other bonuses Your target number is your opponent’s defense If you test result is equal to or greater than your opponent’s defense, your attack has hit.

INFLICTING DAMAGE Roll your weapon’s damage and add your Strength ability and any other relevant modifiers (for bows add Perception instead of Strength) Subtract the Armor Rating of your opponent’s armor (unless penetrating damage, in which case skip this step) The result is the Health damage on your opponent

KILLING CHARACTERS Players whose health reaches 0 (there is no negative health) Players will die after a number of rounds equal to 2 + Constitution unless they receive healing. Players at 1 Health are knocked our and will regain consciousness in 2d6 minutes.

GRENADES Prepare the grenade, if you do not throw the grenade in the same round you prepare it, you become susceptible to the Kaboom! Pick a target 8 yards away. Throw is graded on the target number difficulty of the throw Target Number 11 Dexterity (Grenades) test. Success it explodes, fails 1d6 yards of the GM’s choosing Everyone within 2 yards takes damage

HEALING Another character can aid you with a Heal action. You can’t benefit from another Heal action until you take more damage. Take a breather, 5 + Constitution + Level in Health Sleep, 6 hours = 10 + Constitution + Level in Health Magical Healing

MAGIC Magic Points: Level 1 = 10 + Willpower + 1d6 Mages can use armor but must use a MP to account for strain

CASTING SPELLS Casting Roll = 3d6 + Intelligence + Arcana Focus (if applicable) If your casting roll equals or exceeds the spell’s target number, you successfully cast the spell. If not the spell fizzles out and has no effect. Either way you have to spend the magic points. Spellpower (on certain spells) = 10 + Willpower + Arcana Focus (if applicable)

REGAINING MAGIC POINTS For each full hour of rest and/or meditation, you get back 1d6 + Willpower magic points If you manage 8 hours of interrupted rest and/or meditation, you get back all your magic points.