Lighthearter
President of the United States
Welcome to FantAC! This is my attempt at homebrew D&D, since my own D&D books were stolen a long time ago.
First things first: I am the GM. Yes, I do have the authority. No, it doesn't matter what authority. I have power over life, death, your continued participation in my game, whether my game does in fact continue, and...everything else I can name. Well, that's not strictly true: I am the GM, which means that I have power over everything except plot direction and common sense.
The game is played here, in SSDchat. Myself("LH"), Dem Taqat("Dem" or "DT") and KaiserElectric("Lec") are mods there.
This ruleset is divided into several major sections. We'll start with the basics.
Basics and Joining the Game:
To join, first make a post. Then, put this into your post:
I'm sure you can handle "Name" "Description" and "Bio" yourselves, so I'll work through the other sections. For "Race" choose one of the six races listed below. Each provides bonuses, but most also have a penalty. Your race will influence how others think of you, and what parts of the game's hidden lore you will be permitted to know. Choose wisely.
Now that you've done that, let's move to your Class. There are several important factors in choosing a class, but the biggest is "how do you want to play?" Below is a spreadsheet detailing first a general description of each class, then each one's unique bonuses, and then starting HP, gold and Feats.
Now that you've chosen your class, it's time to do your "Stats." There are six. Here's another spreadsheet, this one detailing the six and what they're good for.
Done reading? Now let's talk about what your actual stat numbers are. There are three ways to assign your stats:
Method One is to RNG your stats. Open an RNG(or collect 1-4 six-sided dice) and generate a number between 3 and 18(or, roll three dice or one dice three times and add up the results). If the number is below 10, generate a number between 1 and 6 and add that(or roll one dice again and add it). Repeat this process for all six stats. The benefit of this strategy is that you could possible roll highly on all of your stats, giving you a much stronger character than if you chose a less random option. However, you could also roll...poorly, and find yourself with a weak, ineffectual character. You do not have to roll the stats in order, and can roll for your stats and then assign numbers to stats after you see what you have to work with.
Method Two is to take a pre-made assortment of stats. There is no random element involved. Your stats are as follows: 18, 15, 13, 12, 10, 6. This gives you one excellent stat, one good one, two average ones, one mediocre and one bad. The advantage here is you know what you're getting into, but if you went random, you could walk out with much better numbers. Or...
Method Three is "custom stats." Your stats are as follows: 15, 13, 13, 13, 10, 6. So long as you keep at least 1 point in each stat, and do not go over 18 with any of them(pre-Feats), you can assign points wherever you like, shunting them between stats at your discretion. This method allows you a lot of control, but you wind up with 4 fewer points in total than you would have if you used the pre-made option, and potentially far fewer than if you had rolled.
Once you have assigned your numbers, add your Modifier behind each stat. Your modifier is listed here.
"AC" stands for "Armor Class" and this is the number that any enemy attack must roll higher than in order to land a hit on you. By default, your AC is 10, plus your DEX modifier and then the bonus from any armor or shields you possess. Mark it as 10(+ or - your DEX modifier) until you hit Inventory and can get armor or shields.
"HP" is the next section, and it stands for "Hit Points," which the veteran roleplayers here will know represents your character's ability to take damage. Once you drop to 0HP, you are unconscious. If you are bleeding out, then you will die at -5HP. Any blow powerful enough to put you at -5HP will immediately kill you.
You start with a certain amount of HP, listed above on the Class Spreadsheet. Go ahead and RNG between the numbers listed. Once you've done that, add your Constitution modifier to the result, and the total is your Hit Points. If you don't feel like RNGing or rolling, then you can choose instead to start with the "halfway" amount on the range. Whenever you level up, you add the same amount: either RNG'd or the median total, plus your CON.
Similarly, "GP" means "Gold Pieces" and is your money you can use to get equipment and services. GP are the standard unit of currency for adventurers like yourselves. RNG between the ends of the range described in your class' section, or accept the median point(helpfully listed for you) if you don't want your financial situation to be in fate's hands.
"Level" and "XP" are simple. Your Level is your character's level, which is a shorthand way of seeing how experienced and strong you are. Once you reach a certain amount of XP, which you earn after missions, you level up, gaining additional powers and HP. The XP counts for each level are listed below.
"Feats" "Talents" "Spells" and "Inventory" will be covered in the next section, Classes, Feats and Talents. That leaves us with "Languages".
You start able to speak Common, and if you are Human, Elven, Dwarven or Lizardman, you start able to speak an additional language. You can speak one extra language on top of these for every point of your Intelligence modifier(NOT the stat itself). Here are the languages:
Classes, Feats & Talents:
So, you've done most of the work already, but this is complex enough to need its own section. First, we'll talk about Feats and Spells.
When you chose your Class, odds are, it listed at least one free Feat. Go ahead and list it under your Feats section. You start the game with one additional Feat to choose from, unless your character is a half-elf, in which case you have a second starting Feat. If you're a spellcaster, then you were given a number of Spells to choose from the Spell List. It's below, right after the Feat list. Go ahead and pick your Feats and Spells, and list them in the appropriate sections.
Note: Unless stated otherwise, all Level 2 Feats and Spells require character level 3, and Level 3 spells and feats require character level 5.
This brings us to Talents. Each Class has a unique tree of Talents, from low levels to high, and you automatically start the game with one of them. If you're human, you can either start with both Talents or save a second Talent for a later level up. At any level, you could choose to take the Training Montage talent(which functions exactly like the Feat of the same name) instead of any of the listed Talents. Go ahead and pick your Talent(s).
Now that you've done that, let's talk about getting more Talents or Feats in the future. Once you level up to Level Two, you can pick EITHER a Feat or a Talent, but not both. This sets a pattern, and at Level Three, if your choice at Two was a Talent, you'll get a Feat, and vice versa. Essentially, you'll alternate, getting either a Feat or a Talent every level.
At this point, you're mostly done. All that's left is to fill in your inventory: what items your character has on you at the start of the game. Take note of how many GP your character has before starting through this section, and what weapon and armor proficiencies you possess.
The other thing to note is your carrying capacity. This is determined by your STR score(NOT the modifier). Every item has a weight, and if you carry more than your carrying capacity, you take penalties to AC and start losing actions. Your capacity is listed below.
And here's the inventory list. If you're confused about what any of these items do, just drop on into chat and ask, or shoot me a PM.
Other Information:
The Favored Enemy Table:
More Coming Later.
This concludes Inventory. The next post is reserved, as is the one after that. In the second post, I'll add the world map(plus other maps as you enter the areas depicted) and lore, and the third is reserved for a list of PCs and notable NPCs that I'll update religiously for the first third of the game or so and then never touch again.
First things first: I am the GM. Yes, I do have the authority. No, it doesn't matter what authority. I have power over life, death, your continued participation in my game, whether my game does in fact continue, and...everything else I can name. Well, that's not strictly true: I am the GM, which means that I have power over everything except plot direction and common sense.
The game is played here, in SSDchat. Myself("LH"), Dem Taqat("Dem" or "DT") and KaiserElectric("Lec") are mods there.
This ruleset is divided into several major sections. We'll start with the basics.
Basics and Joining the Game:
To join, first make a post. Then, put this into your post:
[B]Name:[/B]
[B]Race: [/B]
[B]Class: [/B]
[B]Level: [/B]1
[B]HP: [/B]
[B]AC:[/B]
[B]XP: [/B]0
[B]GP:[/B]
[B]Stats: [/B]
[I]-STR: [/I]
[I]-CON: [/I]
[I]-DEX: [/I]
[I]-INT: [/I]
[I]-WIS: [/I]
[I]-CHA: [/I]
[B]Languages: [/B]
[B]Feats: [/B]
[B]Talents: [/B]
[B]Inventory: [/B]
[B]Spells: [/B]
[B]Description: [/B]
[B]Bio: [/B]
I'm sure you can handle "Name" "Description" and "Bio" yourselves, so I'll work through the other sections. For "Race" choose one of the six races listed below. Each provides bonuses, but most also have a penalty. Your race will influence how others think of you, and what parts of the game's hidden lore you will be permitted to know. Choose wisely.
Spoiler :
Human: +1 Talent, +1 Language
Elf: +2DEX, -2CON, either High Elven or Dark Elven language free, night vision
Half-elf: +1 Feat, Low-light vision, -2CHA
Dwarf: +2STR, -2DEX, Dwarven language free
Halfling: +2DEX, +2CHA, -1STR, -1CON, Rises as a free action
Lizardman: +2CON, -2INT, Lizardman language free
Elf: +2DEX, -2CON, either High Elven or Dark Elven language free, night vision
Half-elf: +1 Feat, Low-light vision, -2CHA
Dwarf: +2STR, -2DEX, Dwarven language free
Halfling: +2DEX, +2CHA, -1STR, -1CON, Rises as a free action
Lizardman: +2CON, -2INT, Lizardman language free
Now that you've done that, let's move to your Class. There are several important factors in choosing a class, but the biggest is "how do you want to play?" Below is a spreadsheet detailing first a general description of each class, then each one's unique bonuses, and then starting HP, gold and Feats.
Spoiler :

Now that you've chosen your class, it's time to do your "Stats." There are six. Here's another spreadsheet, this one detailing the six and what they're good for.
Spoiler :

Done reading? Now let's talk about what your actual stat numbers are. There are three ways to assign your stats:
Method One is to RNG your stats. Open an RNG(or collect 1-4 six-sided dice) and generate a number between 3 and 18(or, roll three dice or one dice three times and add up the results). If the number is below 10, generate a number between 1 and 6 and add that(or roll one dice again and add it). Repeat this process for all six stats. The benefit of this strategy is that you could possible roll highly on all of your stats, giving you a much stronger character than if you chose a less random option. However, you could also roll...poorly, and find yourself with a weak, ineffectual character. You do not have to roll the stats in order, and can roll for your stats and then assign numbers to stats after you see what you have to work with.
Method Two is to take a pre-made assortment of stats. There is no random element involved. Your stats are as follows: 18, 15, 13, 12, 10, 6. This gives you one excellent stat, one good one, two average ones, one mediocre and one bad. The advantage here is you know what you're getting into, but if you went random, you could walk out with much better numbers. Or...
Method Three is "custom stats." Your stats are as follows: 15, 13, 13, 13, 10, 6. So long as you keep at least 1 point in each stat, and do not go over 18 with any of them(pre-Feats), you can assign points wherever you like, shunting them between stats at your discretion. This method allows you a lot of control, but you wind up with 4 fewer points in total than you would have if you used the pre-made option, and potentially far fewer than if you had rolled.
Once you have assigned your numbers, add your Modifier behind each stat. Your modifier is listed here.
Spoiler :

"AC" stands for "Armor Class" and this is the number that any enemy attack must roll higher than in order to land a hit on you. By default, your AC is 10, plus your DEX modifier and then the bonus from any armor or shields you possess. Mark it as 10(+ or - your DEX modifier) until you hit Inventory and can get armor or shields.
"HP" is the next section, and it stands for "Hit Points," which the veteran roleplayers here will know represents your character's ability to take damage. Once you drop to 0HP, you are unconscious. If you are bleeding out, then you will die at -5HP. Any blow powerful enough to put you at -5HP will immediately kill you.
You start with a certain amount of HP, listed above on the Class Spreadsheet. Go ahead and RNG between the numbers listed. Once you've done that, add your Constitution modifier to the result, and the total is your Hit Points. If you don't feel like RNGing or rolling, then you can choose instead to start with the "halfway" amount on the range. Whenever you level up, you add the same amount: either RNG'd or the median total, plus your CON.
Similarly, "GP" means "Gold Pieces" and is your money you can use to get equipment and services. GP are the standard unit of currency for adventurers like yourselves. RNG between the ends of the range described in your class' section, or accept the median point(helpfully listed for you) if you don't want your financial situation to be in fate's hands.
"Level" and "XP" are simple. Your Level is your character's level, which is a shorthand way of seeing how experienced and strong you are. Once you reach a certain amount of XP, which you earn after missions, you level up, gaining additional powers and HP. The XP counts for each level are listed below.
Spoiler :
Level One: 0XP
Level Two: 1000XP
Level Three: 2000XP
Level Four: 4000XP
Level Five: 6000XP
Level Six: 9000XP
Level Seven: 12000XP
Level Eight: 16000XP
Level Nine: 20000XP
Level Ten: 25000XP
Level Two: 1000XP
Level Three: 2000XP
Level Four: 4000XP
Level Five: 6000XP
Level Six: 9000XP
Level Seven: 12000XP
Level Eight: 16000XP
Level Nine: 20000XP
Level Ten: 25000XP
"Feats" "Talents" "Spells" and "Inventory" will be covered in the next section, Classes, Feats and Talents. That leaves us with "Languages".
You start able to speak Common, and if you are Human, Elven, Dwarven or Lizardman, you start able to speak an additional language. You can speak one extra language on top of these for every point of your Intelligence modifier(NOT the stat itself). Here are the languages:
Spoiler :
Common(Automatic: all)
High Elven:(Free Option: Elf)
Dark Elven:(Free Option: Elf)
Dwarven:(Automatic: Dwarf)
Lizardman:(Automatic: Lizardman)
Auran
Aquatic
Troll
Goblin
Draconic
Holy Speech
Kobold
High Elven:(Free Option: Elf)
Dark Elven:(Free Option: Elf)
Dwarven:(Automatic: Dwarf)
Lizardman:(Automatic: Lizardman)
Auran
Aquatic
Troll
Goblin
Draconic
Holy Speech
Kobold
Classes, Feats & Talents:
So, you've done most of the work already, but this is complex enough to need its own section. First, we'll talk about Feats and Spells.
When you chose your Class, odds are, it listed at least one free Feat. Go ahead and list it under your Feats section. You start the game with one additional Feat to choose from, unless your character is a half-elf, in which case you have a second starting Feat. If you're a spellcaster, then you were given a number of Spells to choose from the Spell List. It's below, right after the Feat list. Go ahead and pick your Feats and Spells, and list them in the appropriate sections.
Note: Unless stated otherwise, all Level 2 Feats and Spells require character level 3, and Level 3 spells and feats require character level 5.
Spoiler :

Spoiler :

This brings us to Talents. Each Class has a unique tree of Talents, from low levels to high, and you automatically start the game with one of them. If you're human, you can either start with both Talents or save a second Talent for a later level up. At any level, you could choose to take the Training Montage talent(which functions exactly like the Feat of the same name) instead of any of the listed Talents. Go ahead and pick your Talent(s).
Spoiler :

Now that you've done that, let's talk about getting more Talents or Feats in the future. Once you level up to Level Two, you can pick EITHER a Feat or a Talent, but not both. This sets a pattern, and at Level Three, if your choice at Two was a Talent, you'll get a Feat, and vice versa. Essentially, you'll alternate, getting either a Feat or a Talent every level.
At this point, you're mostly done. All that's left is to fill in your inventory: what items your character has on you at the start of the game. Take note of how many GP your character has before starting through this section, and what weapon and armor proficiencies you possess.
The other thing to note is your carrying capacity. This is determined by your STR score(NOT the modifier). Every item has a weight, and if you carry more than your carrying capacity, you take penalties to AC and start losing actions. Your capacity is listed below.
Spoiler :

And here's the inventory list. If you're confused about what any of these items do, just drop on into chat and ask, or shoot me a PM.
Spoiler :

Other Information:
The Favored Enemy Table:
Spoiler :
Human
Elven
Goblin
Kobold
Lizard
Dragon
Troll
Animal(Land)
Animal(Sea)
Animal(Air)
Dwarf
Halfling
Spectral
Demon
Elemental
Elven
Goblin
Kobold
Lizard
Dragon
Troll
Animal(Land)
Animal(Sea)
Animal(Air)
Dwarf
Halfling
Spectral
Demon
Elemental
More Coming Later.
This concludes Inventory. The next post is reserved, as is the one after that. In the second post, I'll add the world map(plus other maps as you enter the areas depicted) and lore, and the third is reserved for a list of PCs and notable NPCs that I'll update religiously for the first third of the game or so and then never touch again.