You may be familiar with the idea of choosing a Character’s “class” from other Roleplaying Games or Video Games, and that this describes a set of abilities your Character will have. In many ways a Class is synonymous with a Character’s job or career.
In Freedom Fantasies we instead describe the Character’s “class” in terms of their Role within the Story.
A Role is a set of game mechanics which allow a Player to experience the tropes and fantasies typically associated with Characters associated with that Role in a narrative sense, and are not necessarily associated with a specific job or career.
Roles are intended to be very open in terms of the types of Characters they may represent.
For example, in a Traditional Fantasy the “Hero” Role may represent an unlikely hero who rises from their job as a pig farmer to a legendary knight of the realm who helps end an intercontinental war, while in a Future Fantasy it might represent an unlikely hero who rises from their job as a moisture farmer to a legendary star ship pilot who helps end an interstellar war.
Go to the Roles Page to see a breakdown of the different Roles available in Freedom Fantasies.
Initial Role Features
Once you have chosen your Role, it is time to add your Role features.
Each Role includes a brief description of the fantasy the Role aims to deliver; the recommended Ability Bonuses for the Role; and a table and list of Features the Character will gain as they Level Up that Role.
At this point however, you need only concern yourself with the “Level 0 Features”.
Level 0 Features
The features awarded at “Level 0” represent your Character’s capabilities gained from that Role before their adventures began.
For example, a martially inclined Role may give a Character a higher Damage Limit and Training in Advanced and Complex Weapons, while a Spellcasting Role may give the ability to Cast more Cantrips.
Below is a summary of what features your Character may gain from Level 0.
Damage Limit
When you choose your Role, your Character will have a Starting Damage Limit.
This represents how much Damage a Character can take before they become “Unstable” and begin taking “Wounds”, which ultimately may lead to their death or removal from the story.
- Add your Starting Damage Limit to the Damage Limit Section of your Character Sheet
Damage is discussed further on the Damage, Wounds and Healing Page.
Skills
They will also gain a Skill, sometimes being able to choose one of multiple choices.
In most Fantasies, the Skills you may choose from include Athletics, Creativity, Lore, Medicine, Social, Survival, Technology and Trickery
Having a Skill allows you to add your Character’s Skill Bonus to Skill Checks when you are attempting a course of action relating to that Skill.
- Add this Skill to the Skills, Tool Skills, Training and Languages Section of your Character Sheet
Skills and the typical courses of action they may be used for are discussed further on the Skills Page
Weapons and Armor Training
Your Character will also gain Training in certain Weapons and Armor. Training represents your ability to use certain Weapons and Armor well.
All Roles are Trained in Light Armor and Simple Weapons, but some will also grant Training in other forms of Weapons, Armor and Shields.
Being Trained in a Weapon allows you to add your Skill Bonus to your Attack Bonus when using that Weapon
Being Trained in Armor and/or Shields meanwhile is required to gain the benefits of wearing certain Armors or Shields.
- Note the Weapons and Armor you are Trained in within the Experiences Section of your Character Sheet
For more information on how Training effects your ability to use Weapons and Armor, see the Weapon Properties and Armor and Shield Properties Pages.
Defense Skills
Your Character will also become Skilled in one of the two Defense Skills, Physical Defense or Mental Defense.
Typically, your Physical Defense Bonus is equal to the highest of your Physical Ability Bonuses (Strength, Dexterity or Endurance), meanwhile your Mental Defense Bonus is equal to the highest of your Mental Ability Bonuses (Charisma, Focus or Intelligence).
However, you are Skilled in a Defense, you will also be able to add your Skill Bonus to that Defense.
- Note your Defense Skill in the Experiences Section of your Character Sheet, and remember to apply your Skill Bonus to that Defense after your Ability Bonuses have been determined.
Cantrips
Some Roles will grant you one or more Cantrips at Level 0.
These are Spells which your Character may Cast without expending any Resources.
The Cantrips granted to your Character may be selected from one of four lists of Spells, also known as “Traditions of Magic”.
These Traditions are Arcane, Creation, Natural and Supernatural. To see which Cantrips you may choose, see the Page for the relevant Spell List.
The rules for Spellcasting are described on the Spellcasting Page, and rules unique to how your Archetype Casts Spells are found in the Level 1 Features.
- Make a note of each Cantrip you choose in the Spells Section of your Character Sheet.
On Levelling Up
As a Character progresses though their story they may “Level Up” their Role, granting them more abilities consistent with them becoming a more competent and fantastical example of that narrative archetype.
Players may wish to look at the features granted by a Role at higher levels, but be mindful that the Story you take part in may only see your Character progress through certain Levels. For example, features available to a Level 17 Hero would not see play within a Light Fantasy Story where Characters will only experience Levels 1-5.
After you have chosen your Role, Ability Bonuses, Perks you will need to Level Up your Character’s Role to the appropriate Level for the Story.
See Levelling Up for more on this.
On Diversifying
When your Character Levels Up, you may feel that your Character would be better represented by a combination of multiple Roles. Instead of increasing the Level of their initial Role, you may wish to acquire other features by taking Levels in other Archetypes.
Note that when you take Levels in another Role, you will not gain that Role’s Level 0 features.
See Diversifying for more on this.
On Choosing a Theme
When your Character reaches Level 3 in a given Role you will be able to Choose your Theme, which will allow you to pick a set of mechanics that will better lend a Role to fulfilling a specific idea. In many ways, a Character’s “Class” as described in other games is defined by this Theme.
Some Themes are available to multiple Roles, while others may only be selected by certain Roles. You may wish to consider what Themes are available to certain Roles when you build a Character.
See Choosing your Theme for more on this, and the Themes Page for available options.
Next Steps
By this point you should have incorporated all of the Level 0 features of your Role into your Character Sheet.
The next step of the process is Choosing your Ability Bonuses, so let’s proceed onto that step!