Labyrinths and Lizardfolk, the game I said I would post or leave but I changed the name of for copywrite/trademark reasons that don't actually matter: return of the sith

 LABYRINTHS AND LIZARDFOLK


STATS AND GENERATING THEM


Roll 3d6 each for Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. The system is d20 roll-under. I am tremendously creative. 


Strength: Physical force, such as striking, jumping, or throwing

Dexterity: Physical coordination, such as climbing, dodging, or sneaking

Constitution: Physical toughness, such as resisting poison, cold, or exhaustion

Intelligence: Concentration and precision, such as picking locks, tinkering, and deciphering

Wisdom: Perception and Awareness, such as shooting, tracking, or seeing illusions

Charisma: All social interaction, such as frightening, lying, or provoking. 


Then note down that you have 6 hit points. This may increase depending on other factors. Damage is subtracted from hit points in increments of six-sided dice. 1 for normal damage such as weapons, 2 for severe damage such as giant snake venom, and 3 for massive damage like dragons breath. If damage takes you to 0 or negatives, you are knocked out. If you are damaged while knocked out, you perish. 


Then roll or pick from the 6 classes. There are three martial classes, the Fighter, Dwarf, and Hobbit, and three magical classes, the Elf, the Cleric, and the Magic-User. When you claim a noble title or fabulous treasure, gain one level in your class. You may reach at most level 4 in your chosen class.


The Fighter

The Fighter gains one more hit point per level, and can wield all weapons and armors, a trait that it shares with the other martials.


The Fighter scores an additional point of damage when hitting an opponent.


Fighters cover all forms of combatants, from bounty hunters to soldiers to archers to knights. If you don’t know the class of an adventurer, it’s probably a Fighter.


The Dwarf

The Dwarf gains one more hit point per level, and can wield all weapons and armors, a trait that it shares with the other martials.


The Dwarf rolls with advantage against magical or supernatural effects.


Dwarves are hardy and tough folk of the mountain, more resilient to damage. Where the fighter covers a more offensive role, the dwarf is strongly built to resist harm




The Hobbit

The Hobbit gains one more hit point per level, and can wield all weapons and armors, a trait that it shares with the other martials


The Hobbit does not need to move any slower than normal to move stealthily.


Hobbits are small and cheerful people who live underground. Those inclined to adventuring make use of their stature to sneak around and dodge large hits. 


The Elf

The Elf gains one spell or one spell slot per level, starting with one each. It shares this trait with the other magicals


The elf is capable of using all weapons, but only the normal armors.


Elves are partially fae creatures who are deeply tied to the world around them. An Elf raised in the mountains, for example, may have grey skin and white hair.


The Cleric

The Cleric gains one spell or one spell slot per level, starting with one each. It shares this trait with the other magicals


The Cleric picks a single domain of their patron at first level. At any point, the cleric may lose all hit points and spell slots to call upon a direct miracle related to that domain. This cannot be used more than once a week. 


Clerics gain their powers from patrons and gods. While the name implies the former, many clerics are not divine, instead swearing to fairies, demons, or even people. 


The Magic-User

The Magic-User gains one spell or one spell slot per level, starting with one each. It shares this trait with the other magicals


The Magic-User is able to create magical items, making potions or scrolls of known spells in one week or wands of such spells in one month. 


The Magic-User is nearly as varied as the fighter, representing wizards, alchemists, witches, and anyone else who directly uses magic and such. 




DOWNTIME

No matter how much treasure the adventurers acquire, it is inevitable they will run out of money and have to get more money to make ends meet after two weeks (buying stuff, oddly, does not reduce how much time you have. I think they just spend whatever they have left on beer). Most downtime activities, such as finding someone in a big city, looking for rumors, carousing, research, or resting require one week. 4 weeks make up a month. 


HEALING

Eating a ration of food or a drink of water replenishes 1d6 HP, but this can only be done thrice every 24 hours. Resting replenishes, all, but can be done once every 24 hours as well. 


SPELLS

A spell is a distinct magical effect composed of one verb and one noun, such as Lengthen Limbs, or Control Weather. Spells cannot bring back the dead, nor can they do anything that turns out to fuck up game balance in my playtests. Each spell you have must share at least one word with at least one other spell of yours, except your first obviously. Each spell can be cast once per day, and a slot can be used to cast a spell an extra time. 


ITEMS

You can carry ten things. With containers, you can bundle up to 100 coins in one slot. The same is true of bundling 12 arrows, or 3 candles. Usually items can be carried in one hand, but if they take two hands they also count as two items for the purposes of inventory. 


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