I've spend the weekend reading the rules of the new Fantasy Age game and I am loving it. More substance than Barbarians of Lemuria, less rules than Atlantis: The Second Age, and much more polished mechanics than B/X Dungeons & Dragons. And it has pretty much just the type of magic system that I want.
One of the first things I made for it are statting the player character races for the Ancient Lands. Here they are:
Elf
- Add 1 to your Dexterity ability.
- Pick one of the following ability focuses: Dexterity (Stealth) 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).
- Roll for or pick two items from the Elf Benefits table for additional benefits.
2d6 Elf Benefits 2 +1 Accuracy 3-4 Communication (Persuasion) 5 Dexterity (Acrobatics) 6 Strength (Climbing) 7-8 +1 Perception 9 Weapon Group: Bows/Accuracy (Bows) 10-11 Perception (Hearing) 12 +1 Communication
Human
- Add 1 to your Fighting ability.
- Pick one of the following ability focuses: Constitution (Running) or Communication (Persuasion).
- Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
- Roll for or pick two items from the Human Benefits table for additional benefits.
2d6 Human Benefits 2 +1 Communication 3-4 Accuracy (Brawling) 5 Communication (Bargaining) 6 Communication (Deception) 7-8 +1 Constitution 9 Perception (Searching) 10-11 Constitution (Stamina) 12 +1 Willpower
Kaas
- Add 1 to your Strength ability.
- Pick one of the following ability focuses: Strength (Climbing) or Strength (Jumping).
- Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
- Roll for or pick two items from the Kaas Benefits table for additional benefits.
2d6 Kaas Benefits 2 +1 Fighting 3-4 Constitution (Stamina) 5 Accuracy (Brawling) 6 Perception (Smelling) 7-8 +1 Constitution 9 Weapon Group: Axes/Fighting (Axes) 10-11 Strength (Might) 12 +1 Perception
Kidari
- Add 1 to your Dexterity ability.
- Pick one of the following ability focuses: Dexterity (Acrobatics) or Strength (Climbing).
- Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
- Roll for or pick two items from the Kidari Benefits table for additional benefits.
2d6 Kidari Benefits 2 +1 Accuracy 3-4 Dexterity (Stealth) 5 Perception (Hearing) 6 Perception (Smelling) 7-8 +1 Perception 9 Perception (Tracking) 10-11 Strength (Jumping) 12 +1 Willpower
Lizardman
- Add 1 to your Constitution ability.
- Pick one of the following ability focuses: Constitution (Swimming) or Dexterity (Initiative).
- Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
- Roll for or pick two items from the Lizardman Benefits table for additional benefits.
2d6 Lizardman Benefits 2 +1 Fighting 3-4 Constitution (Stamina) 5 Accuracy (Brawling) 6 Strength (Might) 7-8 +1 Strength 9 Willpower (Morale) 10-11 Willpower (Self-Discipline) 12 +1 Willpower
Skeyn
- Add 1 to your Dexterity ability.
- Pick one of the following ability focuses: Communication (Deception) or Constitution (Stamina).
- 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).
- Roll for or pick two items from the Skeyn Benefits table for additional benefits.
2d6 Skeyn Benefits 2 +1 Intelligence 3-4 Dexterity (Stealth) 5 Dexterity (Crafting) 6 Perception (Empathy) 7-8 +1 Constitution 9 Perception (Hearing) 10-11 Perception (Smelling) 12 +1 Willpower