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Character Creation.

Posted by Maze Master JSCFor group 0
Maze Master JSC
GM, 1 post
Fri 15 Feb 2019
at 04:02
  • msg #1

Character Creation

(Thanks to my previous Maze Master for not making me type all this myself!)

For all potential players:

Thank you for your interest in the game. Please note that this game uses the Mazes and Minotaurs RPG system. Fortunately, the rules for this are available for free online. I am using the revised rule system that you can find at this link: http://mazesandminotaurs.free.fr/revised.html

The Players Manual is required for character creation and for play. It is the only text you will need at this point.

For your benefit:

Creating a Character

Creating a player-character for Mazes & Minotaurs follows a very simple seven-step process:
Step 1: Select the character’s class.
Step 2: Roll the six basic attributes.
Step 3: Determine name, gender and age.
Step 4: Determine combat scores.
Step 5: Determine other scores.
Step 6: Determine wealth and equipment.
Step 7: Flesh out the character.

Step 1: Class Selection
In M&M, each player-character belongs to a class. A character’s class may reflect his occupation, vocation or social background. These rules describe twelve classes, divided into three broad categories:

Warriors
Amazons, proud and undaunted female warriors
Barbarians, savage warriors from the wild lands
Centaurs, reckless and boisterous men-horses Sorry, but for this game, centaurs will not be available as player characters.
Nobles, lords and champions of the civilized nations
Spearmen, elite soldiers and brave defenders

Magicians
Elementalists, masters of air, earth, fire or water
Lyrists, divinely inspired poets and musicians
Nymphs, alluring female spirits of Nature
Priests, servants and messengers of the Gods
Sorcerers, masters of illusion and mind magic

Specialists
Hunters, expert trackers and marksmen
Thieves, masters of stealth and subterfuge

A character’s degree of accomplishment in his class is reflected by his level. All player-characters start at level 1 and will gain new levels during the course of the game, up to level 6.

Step 2: Basic Attributes

A M&M character’s physical and mental capabilities are represented by six attributes:

MIGHT (physical strength)
SKILL (adroitness and martial training)
WITS (alertness and cleverness)
LUCK (good fortune and divine favor)
WILL (resolve and self-discipline)
GRACE (charm and appeal)

Roll 2D6+6 six times and distribute the six scores between your character’s attributes.

In M&M, all player-characters are assumed to be above-average individuals, favored by fortune and fate. For this reason, if the sum of the six scores is less than 75 or if they do not include at least two scores of 13+, simply discard the six scores and roll a new set of attributes; if needed, repeat this procedure until the dice give you a total of 75 points or more with at least two scores over 12.

Once you have generated the six attribute scores, you may lower one of them by 1 or 2 points to increase another score by the same amount. This may only be done once and may not take the increased attribute score over 18.

The two highest scores must always be allotted to the two primary attributes of the character’s class (see Table 1A next page (PG. 5).

The other scores may be distributed as the player wishes between the character’s other attributes.
Each attribute score gives a modifier (‘mod’), which will be used for various calculations (see Table 1B).

Step 3: Name, Gender, and Age
The character’s name is chosen by the player – try to find a name that sounds Greek or Mediterranean.

A character‘s gender is usually the same as the player’s but exceptions are possible. Some classes also have specific gender restrictions.

A character’s starting age is normally rolled on 2D6+15 for Warriors or Specialists and on 2D6+20 for Magicians, except for Nymphs who are ageless.

Step 4: Combat Scores
The combat abilities of a character are reflected by several important scores, all of which are derived from his attributes, as detailed below.

A character’s Melee modifier is applied to all his attack rolls in hand-to-hand combat. It is equal to the sum of the character’s Might modifier (physical strength), Skill modifier (weapon training) and Luck modifier (battle fortune).
A character’s Missile mod is applied to all his attack rolls in missile combat. It is equal to the sum of the character’s Skill modifier (accuracy), Wits modifier (alertness) and Luck modifier (lucky shot).

A character’s Initiative score reflects his ability to strike first in combat. This score is equal to 10, plus the character’s Skill modifier (combat training) and Wits modifier (alertness).

A character’s Defense Class reflects how hard he is to hit in combat. A character’s basic Defense Class is equal to 12 plus his Luck modifier. A character’s EDC (Effective Defense Class) is equal to his basic Defense Class plus 2 for each piece of protective equipment: breastplate, helmet, shield.

A character’s Hits Total represents the amount of injury he can take before being killed. It is equal to his Basic Hits (12 for warriors, 10 for specialists and 8 for magicians), modified by his Might mod.


Step 5: Other Scores

Saving Rolls

A character has four saving rolls which may come into play in various adventuring situations.
Each saving roll score is equal to the sum of three attribute modifiers (which always include the Luck modifier, as a direct reflection of the character’s good fortune and divine favor).

Athletic Prowess rolls are used when characters attempt actions like climbing, swimming etc. A character’s Athletic Prowess modifier is equal to the sum of his Might modifier (muscles and fitness), Skill modifier (adroitness) and Luck modifier.

Danger Evasion rolls are used to avoid perils and react quickly to unexpected situations. A character’s Danger Evasion modifier is equal to the sum of his Wits modifier (alertness), Skill modifier (reflexes and precision) and Luck modifier.

Mystic Fortitude rolls are used to resist the effects of hostile magic and other supernatural powers. A character’s Mystic Fortitude modifier is equal to the sum of his Will modifier (strength of mind and spirit), Wits modifier (presence of mind) and Luck modifier.

Physical Vigor rolls are used to resist the effects of poison, illness, pain, fatigue and other hardships. A character’s Physical Vigor modifier is equal to the sum of his Might modifier (strength and stamina), Will modifier (willpower) and Luck modifier.

To summarize:
Athletic Prowess = Might mod + Skill mod + Luck mod
Danger Evasion = Wits mod + Skill mod + Luck mod
Mystic Fortitude = Will mod + Wits mod + Luck mod
Physical Vigor = Might mod + Will mod + Luck mod

Personal Charisma

All characters have a Personal Charisma modifier, which reflects their presence, personal aura and natural leadership qualities. A character’s Personal Charisma is equal to the sum of his Will modifier (strength of personality), Grace modifier (natural charm) and Luck modifier. A character’s Personal Charisma will affect other people’s reactions when they first meet him as well as his ability to attract and command henchmen and other followers.

Special Talents
Specialists have a special score which reflects their mastery in their specialty: Hunting for Hunters and Thievery for Thieves.

In both cases, this score is equal to the sum of the character’s mods from his two primary attributes.

A Hunter’s Hunting score is equal to the sum of his Skill and Wits modifiers.
A Thief’s Thievery score is equal to the sum of his Wits and Luck modifiers.

Thus, a first-level Thief with a Wits of 16 (+2) and a Luck of 13 (+1) will have a Thievery score of +3.
See chapter IV (Adventuring) for more details on the special talents of Thieves and Hunters.

Magical Abilities

All magicians also have three additional scores which reflect their magical abilities: Mystic Strength, Power points and a special talent score which varies according to their class.

These magical abilities and their various game uses are described in detail in chapter III.


Step 6: Wealth and Equipment

Each character starts the game with the equipment listed in the description of his class (as well as basic items such as clothes, sandals etc).

Characters also receive a certain amount of money expressed in silver pieces (SP). The silver piece (sp) is the basic currency unit in the world of Mazes & Minotaurs but other types of coins exist:
1 gold coin (gc) = 100 silver pieces (sp) 1 silver piece (sp) = 100 copper pieces (cp)

This starting wealth can be saved for later or spent on extra equipment: see the Standard Price List.
See also the rules on Encumbrance later in this chapter for more details about the weight and bulk of weapons, armor and other items.

Step 7: Fleshing Out
M&M characters should be more than a collection of statistics and a list of equipment.
Before play begins, players may choose to add various details to the description of their characters, such as his physical appearance and demeanor, his most notable psychological traits, family matters, personal history and other background elements.

The player should also consider his character’s religious attitudes and preferences.


Blank Character Sheet

You are by no means required to use this as your character sheet, but if you wish to make use of it, feel free to do so.

Player:                           Gender:
Character:                        Age:
Level:                            Patron Deity:
Hits:                             Class:
________________________________________________________________________________

Attributes:                       Saving Throws:

Might:       Adjustment: +        Athletic Prowess:  +
Skill:       Adjustment: +        Danger Evasion:    +
Wits:        Adjustment: +        Mystic Fortitude:  +
Luck:        Adjustment: +        Physical Vigor:    +
Will:        Adjustment: +          Other Scores
Grace:       Adjustment: +        Personal Charisma: +

* = primary attributes

BACKGROUND TALENTS

LANGUAGES

RESTRICTIONS

________________________________________________________________________________

Combat Modifiers:                 Effective Defense Class:

Melee:      +                     Basic Defense Class (-)
Missile:    +                     + Shield      (-)
Initiative:                       + Helmet      (-)
Hits Total:  /                    + Breastplate (-)
                                  + Special     (-)

________________________________________________________________________________

Magical Talent   (      )
Mystic Strength = 12 + Talent    (     )
Power Total = 4 x level + Will mod (     )
Magical Powers:

Power Recovery =
________________________________________________________________________________

Common Items:                                 Mythic Items:

Item    Range    Dam     Enc:


________________________________________________________________________________

Current Encumbrance Total =          Glory/Wisdom/Exp Needed for Next Level:

Enc.  Status         Movement
15    Unencumb.      60 feet/round
20    Encumbered     40 feet/round
30    Heavily Enc.   20 feet/round

This message was last edited by the GM at 04:37, Wed 21 Apr 2021.
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