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Classes

After determining Attributes and Luck, the next step is to choose a class. There are nine classes in LFG: Artificer, Barbarian, Bard, Cultist, Fighter, Monk, Magic User, Ranger and Rogue. Not all classes will suit all games (particularly the artificer, cultist and monk), so check with your GM which classes are available. Alternatively, if you have something else in mind, work with your GM to create a new class, using the defaults as a guide.

Hit Points

Hit points represent a mix of physical injuries and more intangible qualities such as fighting spirit, combat experience, stamina and luck. Most damage is scrapes and bruises, but if reduced to half maximum hit points (known as Staggered), the character shows significant signs of trauma. If reduced to zero hit points, the character is unconscious or incapacitated, and may die or suffer a longer term injury (see p.79).

All 1st level adventurers start with max hit points for their class. When advancing from 1st to 9th level, hp increases by their class hit die roll, plus the bonus indicated on the class tables (plus Con bonus, if any). From 10th to 12th level, hp increases only by the fixed amount shown on the class tables. GMs that prefer lower average hp might substitute larger dice rolls and remove the class bonus (eg a Rogue rolls 1d8 instead of 1d4+4 hp, a Fighter 1d10, etc).

Example

A 1st level Barbarian with Con 16 (+2 modifier) starts with 14 hit points (6+6+2). At 2nd level, the player rolls a d6, scoring a 3, gaining a total of 11 (3+6+2) hit points, for a grand total of 25 hit points at 2nd level. At 10th level, the Barbarian's hit points increase by 4 (fixed amount by class).

Unique Features

Every 3rd level, devise one new ability, trait or theme for your adventurer. Feel free to borrow feats, class abilities, perks and so on from other RPGs, modified to suit LFG. The advancement need not be limited to traditional class themes, allowing for a degree of multi-classing.

The open nature of these Unique Features requires some table discussion to keep things balanced and consistent with the genre of your game. Consider these advancements under constant playtesting and subject to tweaking. For those uncomfortable with creating their own Unique Features, some examples appear on p.43. Conversely, for more experienced players, GMs might allow a bonus Unique Feature at 1st level to allow for greater PC customisation.

Players favouring simplicity might ignore this advancement altogether, or increase a single attribute by 1 point instead (maximum 18).

Languages

Each adventurer begins the game knowing how to read, write and speak their native language (plus “common”) and a number of bonus languages equal to their Int modifier. If your adventurer has a negative Int modifier, that character never learnt to read or write, and speaks only their native language (and a smattering of “common”).

Starting Gear & Gold

Each character starts the game with 3d6 x 10 gold pieces (“gp”), except for fighters who start with 5d6 x 10. This gold may be spent on items from the Equipment chapter, or similar items with the GM's approval. Any unspent gold is retained to spend during the game.

Alternatively, for speedier equipment selection, the GM might allow you to choose a Gear Pack instead (see p.56).