Showing posts with label Basic Fantasy Role-Playing Game. Show all posts
Showing posts with label Basic Fantasy Role-Playing Game. Show all posts

Monday, August 10, 2009

Races

Since this is going to begin as one on one pretending with my daughter, I am going to present her with just a few options for races. I want her to explore around a magical land, prolific with fairies, unicorns, and mostly good type creatures. Since I want her to be able to interact easily, her initial options will be Human (little girl), Elf, Phaerim, Faun, and maybe Halfling. Phaerims and Fauns will be detailed in the upcoming Monster Supplement (as monster entries) on the BFRPG site, but I will detail them here in a Race Entry format.

Other future racial options will include the normal array of races, but also a few more that I think might interest my son. They include Kappa, Caneins, Bisren, and options from existing supplements (half-elves, half-orcs, half-ogres, etc). I will share these later.
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Phaerim
Description: The beautiful Phaerim are related to fey such as booka, pixies or similar faeries. Phaerim appear to be smaller than normal elf-like folk, except that they have a pair of wings resembling those of dragonflies or sometimes butterflies. For unknown reasons, there are at least twice as many Phaerim females as there are males. Phaerim stand no taller than the average halfling (3 feet) but have a more slight build, seldom being heavier than 40 pounds.

Restrictions: Phaerim can be any class but generally gravitate to magical classes. If allowed by the GM, Phaerim will be more likely to pursue classes associated with nature than the standard fare. Thus Rangers and Druids are more common than Fighters and Clerics.

Phaerim are required to have a minimum Dexterity of 9. Phaerim are quite captivating, and must also have a minimum Charisma of 11. Due to their very small stature, they may not have a Strength higher than 15. Also size related, Phaerim roll hit dice one size smaller than normal; a d8 would become a d6, a d6 to d4, and a d4 would instead be d3 (d6, 1-2=1, 3-4=2, 5-6=3). Phaerim may not use Large weapons, and must wield Medium weapons with both hands.

Special Abilities: Phaerim normally walk like other races, but their most remarkable ability is limited flight while unencumbered (at double normal movement rates). Phaerim can fly up to 10 rounds, but must remain grounded an equivalent amount of time after any flight. A lightly encumbered Phaerim can fly up to 5 rounds but must rest for twice as many round as those flown (for instance, lightly encumbered flight of 4 rounds requires 8 rounds grounded). Phaerim take half damage from falls due to their reduced weight and wings.

Similar to Halflings, Phaerim are able to hide very effectively; so long as they remain still there is only a 10% chance they will be detected outdoors in forested environments. Even indoors, in dungeons or in non-preferred terrain they are able to hide such that there is only a 30% chance of detection. Note that a Phaerim Thief will roll for hiding attempts only once, using either the Thief ability or the Phaerim ability, whichever is better.

Saving Throws:
Like Elves, Phaerim save at +1 vs. Paralysis or Petrify and +2 vs. Magic Wands and Spells.
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Faun
Description: Fauns are a fey related race that resemble a sort of strange cross of goat with that of a small human or elf-like being. Standing only about 4 to 5 feet tall, they have human-like torso and head, but the legs and feet of a goat. One can find Fauns with other small features reminisce of goats such as small horns or large ears. Fauns share the Halfling love of simple agrarian life, especially with respect to vineyards, as they prize wine (among other brews) above most things in life. Fauns love frivolity and are often quite adept at musical pursuits.

Restrictions: Fauns may become any class. A Faun will typically follow the tenets of nature deities, and Clerics and Druids can be found equally in their societies (when allowed by GM). A Faun must have a minimum Constitution of 9, and are limited to a maximum Charisma of 15 generally accounted to overly gregarious personalities and lack of inhibitions. Fauns may not wear typical human style footwear.

Special Abilities: Fauns have Darkvision out to 30 feet. Fauns are resistant to charm-like effects from fey beings, getting an additional +4 on relevant saves. This includes charms of dryads, nixies, and similar beings (GM decision when necessary).

Saving Throws: Like Dwarves, Fauns save at +4 vs. Death Ray or Poison, Magic Wands, Paralysis or Petrify, and Spells, and at +3 vs. Dragon Breath.

Knight

Knights are a subclass of fighter that I intend to use since I intend to have a fairly Euro-Medieval feel to the campaign. I wrote this class myself, but it has not been worked into an 'official' BFRPG supplement.
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Knight (fighter subclass)

Knights use Experience table of Magic-Users, while utilizing the HD progression of standard Fighters (please forgive my lack of experience putting good looking tables into the blog).

Knights are a subclass of standard Fighters, renown for bravery, codes of honor, and riding into battle upon great steeds. Usually born to nobility or the aristocracy, Knights are usually found in the service of a lord, liege, church, or some worthy organization, although the exact nature of this service can vary with region or culture.

The Prime Requisite for Knights is Strength; a Knight character must have a Strength score of 13 or higher. In addition, Knights often are found in command positions, and require a Charisma score of 13 as well. Knights use the Fighter's attack and saving throw tables, but get a few specific benefits.

Knights are fully capable of using shields and any sort of armor, although in general, a Knight would rather go without armor than to wear something beneath their station. This rule can vary with culture or region, but only low level Knights would be found in something like chain mail; plate mail being the rule of thumb for acceptable armor. Knights even go so far as to prefer non-magical plate armor over magical varieties of lesser types.

Knights tend to use one-handed melee weapons that can be utilized with a shield, and of course they use lances. The standard weapon choices are longsword, maces, battle axes, and lances, although there can be some cultural or regional differences. Most knightly orders disdain the use of missile weapons for personal use, but they understand the benefits of such weaponry upon the battlefield by the appropriate troops. Although they are not skilled in the ways of magic, Knights can nonetheless use many magic items, including but not limited to magical weapons and armor, and can be treated as standard Fighters otherwise in most situations.

Knight Abilities: Knights are masters of mounted combat, receiving a +2 bonus to hit and on damage rolls while mounted. In addition, the Knight's mount, if able to make attacks, receives this bonus as well. Knights have keen understanding of parrying tactics and the defensive qualities of their armor, getting an additional +1 Armor Class bonus while wearing medium or heavier armor and wielding a one-handed melee weapon; the bonus increasing to +2 at level 10, then ultimately +3 at level 20. A Knight is completely immune to fear effects, whether magical or otherwise. When placed into a position of command, any troops within 60 feet of the Knight gets a bonus on their morale equivalent to the Knight's Charisma bonus.

Non-Human Knights: Other races maintain Knights, each with minor variations in both code and ability. Dwarven Knights tend to use hammers and picks, ride war-ponies or even great boars, but are otherwise quite similar to Human Knights. Elven Knights favor very ornate armors, but lighter weaponry such as rapiers and sabre type weapons. Similar to the standard Fighter/Magic-User combination, Elves may combine Knights with Magic-Users, abiding by all the combined requirements, however, magical spell choice becomes more limited because of ranged attacks being distasteful for personal use. Halfling communities do not normally sponsor knightly orders, but on occasion, a Halfling might be knighted and inducted into a Human order (or even more rarely into a Dwarfish or Elvish order). For other races, the GM has the final say in whether a race has knightly traditions.

Knightly Codes (chivalry): Knight characters must abide by rigid codes of honor. Although the exact nature of these codes may vary by region or culture, the core values usually include brave service to liege and religion, upholding the laws of the land, protection of the weak and innocent, honesty and adherence to one's word, and of course courage on the battlefield. In addition to the basic code associated with chivalry, a Knight must abide by any specific edicts of his lord or knightly order. Some examples include specific choices in weaponry, mounts, required display of heraldic pennants, or enemies to be fought on sight. A Knight should be able to count on limited support from the organization or members, such as food and lodging.

Knights who do not abide by their codes can be stripped of their titles and banished from their organization. Such a dishonored Knight must find a new sponsor (often difficult), atone for misdeeds, and embark on a quest of great peril in order to regain honor. Failure or refusal to do so results in being stripped of the benefits of the class, becoming a standard fighter in all respects (at same level, adjust experience points accordingly).

A Game Master may make a Knightly Code as simple or complex as is necessary for the campaign. Extremely burdensome codes should provide some worthy benefit, usually on the role-play side (such as reactions) rather than any specific reward or combat bonus. The following examples may assist the Game Master (and player) in forming a specific code for their game.

Example Code:
Knights value their code of honor above everything else. This means Knights can never undertake cowardly actions of any kind, including the personal use of ranged weapons. They always have to attack the most powerful opponent in battle, can never retreat, or make use of subterfuge. They must be completely honest and truthful, and honor an enemy's offer to surrender. A Knight may not attire himself beneath his station and must display openly both his personal pennant as well as that of his lord. A Knight that breaks the code of honor is stripped of all benefits (becoming a fighter of equal level). His reputation will be known to all honorable men and women, and he will be shunned by them.

Another Example Code:
A Knight must respect the tenets of his religion and serve his liege lord in valor and faith. He must protect the weak and defenseless and give succor to widows and orphans. A knight must refrain from the wanton giving of offense, live by honor and for glory, and must fight for the welfare of all. A Knight should despise pecuniary rewards. A Knight must obey those placed in authority and guard the honor of fellow knights. Knights eschew unfairness, meanness and deceit, and rather keep faith, speaking truthfully and always keeping their word. A Knight must persevere to the end in any enterprise begun, never refuse a challenge from an equal, and never turn the back upon a foe.

And yet another Example Code based upon individual terms describing the virtues of a Knight:
Faith, Charity, Justice, Sagacity, Prudence, Temperance, Resolution, Truth, Liberality, Diligence, Hope, Valor

Druids

Another class that will show prominently in the campaign will be Druids. Essentially they are clerics of nature or nature deities. A few of the races that I intend to employ have druids more so than the standard clerics.

Get the supplement here:
BFRPG Druid Supplement pdf
BFRPG Druid Supplement odt for OpenOffice

Sunday, August 9, 2009

Grave Master

The Grave Master (aka Death Master, Necromancer, Bokor) is a supplement for BFRPG that I actually wrote. This subclass of magic-user is a little homage to the original Death Master class that appeared in Dragon Magazine #73. It makes a great bad guy type.

Download the actual supplement document here:
BFRPG Grave Master pdf
BFRPG Grave Master odt for OpenOffice

Saturday, August 8, 2009

BFRPG

One of the best games that I have come across in recent years is Basic Fantasy Role-Playing Game (BFRPG). The game is based upon the Dungeons and Dragons 'Classic' or 'Basic' versions... the versions that came in boxes. While these basic games (which include expert rule extensions) were usually meant as introductions into the Dungeons and Dragons game, expecting players to move on to the "Advanced Dungeons and Dragons" game (AD&D), the game stands well on its own.

BFRPG is much like these older games, especially in 'feel' and game play... but the game incorporates a few rule innovations from the newer 'D20' editions of the game. The game rules were even released under the OGL license. Aside from a few details, the game is largely its own animal.

Anyhow, it is my game of choice, especially as I endeavor to introduce rpgs to my children. For those interested in picking a copy of the game, one can download from:
www.basicfantasy.org

Also, if you like what you see, you can order print editions from www.Lulu.com