The Lego Fantasy Role Playing Game (Draft)
Table of Contents
-
Disclaimers, Legal Stuff and Online Services
-
Game Concepts
-
Character Generation
-
Combat
-
Lego Magic
-
Special Rules
Disclaimers, Legal Stuff and Online
Services
The LEGO Group ® LEGO is a registered trademark of the LEGO Group.
All Trademarks are used without permission and should not be viewed as
a challenge of said or other Trademarks.
The author will not be responsible for lost time, financial ruin,
bad
grades, or the incredibly funny times caused by playing this game,
collecting
Legos or other activities caused by this hobby.
The use of the neuter pronoun "it," instead of "he or she," is not
meant
to be inclusive or have any other politically correct intent. Lego
people
have no gender. If you don't believe me, turn one over and look. Even
though
they may fill the roles we associate with gender, all Lego People are
referred
to as "it" in this text.
Links
-
The Lego Home page
-
Send e-mail to the author.
Feel free to send comments, suggestions and fan mail to the author at
'LFRP at 3rd-imperium.com'.
Game Concepts
-
Lego Person or People: Usually called characters in other
role playing
games. Represented by an actual Lego figure and some numbers on a 3" x
5" card.
-
Lego Creature: Non humanoid Lego figures - Dragons, Horses, Ghosts,
etc..
Also includes Lego People.
-
D6: Roll a normal 6 sided die. 2D6 means to roll two dice and add
the results
together.
-
Player: The human who tells his or her Lego Person what to do.
What? Did
you think with those vacuous smiles, they had minds of their own?
-
Lego Master (LM): Or Mistress I suppose. Every role playing game
needs
a referee to create the setting, play the bad guys, and have a
pretentious
title. The Lego Master is this guy.
-
Lego Box (LB): A collection of Lego blocks and pieces that enter
and leave
the game as the rules dictate. Each Player and the Lego Master has
their
own box. Players may share with other Players if they wish. The Lego
Master
may not share with anyone. When a Lego Person gains some equipment or
finds
some treasure, the appropriate item enters the game from the Lego Box.
The Lego Box is also used to take your toys home.
-
Solid Unit: A Lego model that can be picked up by any one of its
pieces
without any pieces falling off, even when rotated through any angle.
Solid
Unit is mainly used to determine Starting Stuff.
-
Starting Stuff: An LP starts the game with only the Lego pieces
shown in
its construction instructions provided it makes one Solid Unit and the
figure meets the requirements covered under Encumbrance. That is, when
the Lego Person enters the game it may only have any equipment shown in
its assembly instructions that can form a Solid Unit that can be held
up
by the Lego Person with only its two feet touching the ground. The only
exception to this is Lego People that come with horses may include the
horse, saddle and any equipment that will fit on the saddle in their
starting
stuff. Any additional pieces that came with this Lego kit go in the
Lego
Box at the start of the game.
-
Jewel: The transparent colored Lego disks. Used as currency and
removed
from the game to power spells.
-
Combat: When the Lego People use their cute little weapons to harm
each
other.
-
Dot: Used to measure distance in the game. It is the distance from
one
dot to the next on a Lego brick. For convenience, 4 dots equals 1 inch.
-
Hand-to-Hand (HTH): Combat when two Lego People are touching. HTH
weapons
include swords, spears, etc.
-
Missile: Any weapons that have a range such as crossbows, muskets,
catapults,
etc..
-
Combat Turn: The Combat Turn is divided into Steps to make the game
flow
smoothly. Unlike other role playing games that tell you how long a
Combat
Turn is - even though it takes a hundred times longer to role play the
Combat Turn - the length of a Lego Combat Turn is however long it takes
you to play it. It's not like the Lego People are going to get bored.
-
Steps: There are 5 Steps in each Combat Turn. Each Lego Person is
allowed
to move and make one other action each Combat Turn (unless other rules
allow more). These actions may only be performed in the appropriate
Step.
Every Action in a Step occurs simultaneously. The Steps are:
-
Move
All Lego Creatures may move up to their full Movement. If there is
a dispute on who gets somewhere first, the Creature who was closest at
the start of the Step gets there first. Lego Creatures may move the
following
number of dots per turn:
| Creature |
Move |
| People |
8 |
| Horses |
16 |
| Birds |
24 |
| Ghosts |
20 |
| Skeletons |
6 |
No Lego Person may side step or move diagonally across the dots. They
must
move in a straight line and pivot to turn. Turning cost no movement.
-
Magic
Magicians who will cast a spell all cast them simultaneously.
-
Missile Attacks
All Lego Creatures making Missile attacks make them simultaneously.
-
Hand-to-Hand Attacks
All Lego Creatures making Hand-to-Hand attacks make them simultaneously.
-
Other Actions
Lego Creatures making Actions not covered above (i.e. healing, picking
up object, change weapon) take their Action in this Step.
-
Joint: A connection of two Lego pieces that form a Lego Creature.
Lego
People have two joints: neck, and waist. Breaking either joint Breaks
the
Lego Person.
-
Break or Broken: If a Joint is pulled apart, it is Broken.
On a Lego Person
this causes the Person to be Broken also; and, they can't do anything.
Other Lego Creature may have different penalties for having their
Joints
Broken.
-
Healing: When other Lego People team up to reattach a Broken
Character's
Broken Joint, making that Lego Person better.
Character Generation
-
Create the Character Sheet. It should have three fields: Strength,
Dexterity and Skills.
-
Assign Statistics. All Lego People are the same. Record the following
statistics
for your Lego Person:
-
Strength = 1
-
Dexterity = 1
-
While Lego People are perfectly happy all being the same, humans
aren't.
So each Lego Person gets to pick one skill to satisfy the Players need
for self expression (and to make the game more interesting). The list
of
skills and their game effects are:
- Dead Eye
|
- Add 1 to the Lego Person's Dexterity.
|
- Strong
|
- Add 1 to the Lego Person's Strength.
|
- Fast
|
- May take action during combat turn in the step before
other characters
on a D6 roll of 4+. If more than one Fast character in combat, highest
roll goes first with ties being simultaneous.
|
- Cut Throat
|
- May carry one 1 handed Hand-to-Hand weapon and one 1
handed Missile weapon
in each hand. Lego Person may use each every combat turn in the
appropriate
step with a -1 modifier to the combat roll.
|
- Sweet
|
- May not be purchased by characters with facial hair or a
frown. Before Magic Step
in Combat Turn, a Sweet Lego Person may take its Turn's Action to cause
each of its attackers to roll a D6. The attacker may not attack the
Sweet
Lego Person unless it rolls 4+. Attacker may still attack others.
|
- Speedy
|
- May move an additional 4 dots/turn.
|
- Magic
|
- This is the ONLY skill magicians may buy. Allows use of
Lego Magic.
|
- Florentine
|
- Allows use of two 1 handed hand-to-hand weapons each
turn. Both of the
Lego Person's hands may not be used for anything else. Lego Person
attacks
with a -1 to each HTH attack roll.
|
- Climb
|
- Lego Person can jump up a 4" sheer surface. They
really don't climb
since there are no dots to stick to.
|
- Disguise
|
- A Lego Person may don up to three inappropriate items to
fool other Lego
People into thinking the Lego Person wearing the disguise is someone or
something else. It takes 2 Turns for each Lego piece to enter the game
from the Lego Box and be put on the Lego Person. The items that the
Lego
Person was carrying go into the Lego Box until it removes the disguise.
When the disguise is removed, all items used for the disguise return to
the Lego Box, and the Lego Person's original items reenter the game and
are put back on the Lego Person. Removing the disguise takes one Turn.
To fool another Lego Person roll a D6. They will be fooled on a 5+ if
you
are wearing 1 item; 3+ for 2 items; and, 1+ for 3 items.
|
- Thief
|
- Lego Person get the Skills Climb, Sure Foot and Disguise.
Thief never gets
defense benefits from using any kind of armor or shield, even when
using
them for a disguise. Thief does not get attack benefits for using any
weapon
other than sword and bow even when carrying other
weapons.
|
- Sure Foot
|
- Since Lego People don't have hips, they can't walk on
narrow (1 dot wide)
beams - unless they have the skill Sure Foot. No Lego Person may side
step.
|
Combat
This is the meat of any role playing game since everything else is just
talking, and you don't need rules for that.
Lego People have 2 Joints: neck and waist. Breaking either Joint
will
Break the Lego Person. Other creatures have different Joints or even
none
at all. Joints are Broken by hitting the Joint with a successful
attack.
To make an attack with the HTH weapon, the attacker and defender
must
be able to touch. To make a Missile attack, the defender must be within
the listed range of the weapon. In both cases, the defender must be at
least partially in front of the attacker. In HTH combat, the attacker
chooses
which Joint it will attack. In Missile combat, the Joint is chosen by a
random D6 roll (missile hit neck on a 1-3, waist on a 4-6). The LM will
decide how to randomly choose Joints on large Creatures. The Attacker
must
be able to hit the Joint, and the Joint cannot be hit if it is covered
by some kind of Lego obstruction (i.e. a defender's waist can't be hit
if it is covered by a castle wall). The attacker then adds its Attack
Values
to the roll of a D6 and compares that number to the total of the
defender's
total Defense Values. The attacker's base Attack Value is equal to its
Strength for HTH, or its Dexterity for Missile attacks. Other Attack
Values
will modify this base Attack Value because of the weapon used. Other
Defense
Values will modify the defender's base Defense value due to armor or
other
considerations. These Attack Value modifiers are found on the Attack
and
Defense Tables. If the Attack Value is greater than or equal to
the Defense Value, the attack succeeds and the Joint is broken. If the
Attack Value is greater or equal to than one half of the
Defense
Value, the defender is pushed back 4 dots.
Other Creatures:
- Horses
|
- Horses have no Joints and can not be broken. They can be
pushed back. Attack
= none, Defense = 10, Barding = +2.
|
- Falcons, Parrots
|
- Have no Joints, can not be Broken. Can be pushed back.
Attack = none, Defense
= 0.
|
- Dragons
|
- The only Joints the dragons have are the two Joints where
the wings connect
to the body. The attacker can only hit the Joints that it can see.
Breaking
either wing Joint means that the dragon can not fly. So, you have a
really
pissed off dragon that has to walk after you. Attack = 10, Defense =
10,
Move = 6 dots/turn, Fly = 16 dots/turn, Magic.
|
- Ghosts
|
- Ghosts have no exposed Joints, so they can not be broken
while the glow-in-the-dark
"sheet" is on them. The sheet must be removed to expose the Joints.
This
can be done with Magic. Can not be pushed back. Attack = 3, Defense =
6,
Magic.
|
- Buildings, walls, or any Lego pieces joined together
|
- Each connected dot in a Joint gives the Joint a Defense
Value of 1 (i.e.
two 4 x 2 bricks stuck together have a Defense Value of 8.
|
All of the rules above apply to Lego Creatures, but some Creatures have
different effects on combat. If a Creature has an Attack Value of
"none"
it may not make any attacks.
Attack and Defense Values
| Attack Values |
Value |
Hands To Use |
Range |
| Dagger |
+1
|
1
|
-
|
| Sword |
+3
|
1
|
-
|
| Big Chrome Sword |
+4
|
1
|
-
|
| Spear |
+3
|
2
|
-
|
| Great Ax |
+4
|
2
|
-
|
| Halberd |
+6
|
2
|
-
|
| Bow |
+2
|
2
|
16"
|
| Crossbow |
+3
|
1
|
8"
|
| Lance |
+7
|
1 + horse
|
-
|
| Catapult Shot |
2D6
|
2 x 2 crew
|
Actually shoot it and see where it hits.
|
| Pirate Cannon |
2D6
|
2 x 2 crew
|
20"
|
| Musket |
+1D6
|
2
|
10"
|
| Pirate Pistol |
+1D6
|
1
|
5"
|
| Defense Values |
Value |
Notes |
| Shield |
+2
|
Covers only 1 Joint per turn - defender chooses before the
first attack.
Front only. |
| Large Shield |
+2
|
Covers both Joints. Front only. |
| Plate Armor |
+2
|
Waist only. |
| Open Faced Helmet |
+1
|
Neck Joint only. |
| Closed Faced Helmet |
+2
|
Neck Joint only. |
Lego Magic
This isn't referring to the fun adults as well as kids have playing
with
Legos. It's referring to the spells Lego People with the Skill Magic
can
cast. All Lego People with the Magic Skill can cast the Basic Spells.
Other spell types require that the Lego Magician have the Lego object
that
the Spell type is named after (i.e. the Magician must be wearing a
beard
to cast the Beard Spell Sneeze). Some spells effect only the
Magician,
others have a target. The range of spells is 0 dots unless otherwise
stated.
Spells with a range will always have a target. To cast a spell, a
Magician
must spend jewels. When the spell is cast the appropriate number of
jewels
in the Magician's hand will leave the game for the Player's Lego Box.
Each
spell requires one jewel unless its description states otherwise.
Also included here are spells certain Lego Creatures can cast. These
spells don't have a jewel cost. The Lego Creature must still take its
action
for the Turn to cast the spell.
Basic Spells
These spells require no special items.
- Stuck Together
- Target is stuck to the dots under it and may not move for D6
turns. Target
may still make any other actions.
Scroll Spells
These spells require that the Magician be holding the Lego scroll.
- Teleport
|
- May move anywhere on board one time. May even pass through
objects. Magician
is not visible during teleport, but may be seen as soon as it arrives
at
destination.
|
- Detect Jewels
|
- LM and all Players must show the Magician all jewels in a
20 dot range.
|
Beard Spells
The Magician must be wearing a Lego beard to cast these spells.
- Double Spell
|
- Magician may cast 2 spells next Turn.
|
- Dispel Ghost
|
- Removes a ghost's "sheet" piece from game for D6 turns.
|
- Sneeze
|
- Knocks down D6 of the nearest Lego People (not Creatures).
They must take
2 Turns to get up, but may not be engaged in HTH combat (I wouldn't
want
to touch them either).
|
Glow-in-the-Dark Wand Spells
The Magician must have the Lego wand in its hand to cast these spells.
- Plastic Blast
- 3D6 Missile attack. Range = 16".
- Plastic To Stone
- Target may not move or perform any actions for 2D6 turns. The
target creature
may not be attacked by any means during this time.
Red Crystal Wand Spells
Possessing the Red Crystal Wand lets the user cast one spell per "day"
for free (i.e. the user doesn't have to pay the Jewel cost for one
spell
per Lego day). The Lego day is determined by the LM.
The Magician must have the clear red Lego wand in its hand to cast
these
spells.
- Jewel Magnet
- The closest Jewel to the Magician, within 40 dots, teleports into
the Magician's
free hand. Note that the Magician must have one hand free to catch the
Jewel.
- Charm Dragon
- One dragon within sight of the caster will be the Magician's
friend for
2D6 turns. Since Lego Dragon's can't be Broken, I don't need to write
all
sorts of rules to keep the Magician from Breaking the dragon by
convincing
its new "friend" to do something suicidal.
Crystal Ball
The Magician must be within 4 dots of the Crystal Ball to cast the
Crystal
Ball spells.
- Detect Jewels
- LM and all Players must show the Magician all jewels in a 40 dot
range.
Hat Spells
The Magician must be wearing the Lego blue wizard's hat on its head to
cast these spells.
- Protect Head
- +5 defense to Magician's Head and Neck Joint for 2D6 turns.
- Thinking Cap
- Magician may pick and use a Skill from the Skill list for D6
turns.
Cape Spells
The Magician must have a plastic or cloth Lego cape on its back to cast
these spells.
- Fly
- May move to any point on the board each turn for 2D6 turns.
Magician may
not pass through any solid objects. Flying magician can be seen by
others.
- Protect Body
- +4 Defense to neck and waist Joints for D6 turns.
- Invisible
- The Magician can't be seen by any other Lego Creature for 2D6
turns.
Crystal Chalice Spells
The Magician must have the Lego clear plastic cup in its hand to cast
these
spells.
- Create Object
- Allows Magician to bring a single Lego piece into the game from
the Lego
Box for 2D6 Turns. After that the piece leaves the game and returns to
the Lego Box.
- Heal Break
- Allows Magician to heal any Broken Joint on a Lego Creature it is
adjacent
to.
Dragon Spells
These spells can be cast by Dragons at no cost in Jewels.
- Flame
- 3D6 Missile Attack. Range = 20 dots and it effects all Lego
Creatures except
dragons within 8 dots of the target. The dragon must have the Lego
flame
plastic piece in its mouth to cast this spell. The dragon may bring the
Lego flame piece into the game from the Lego Box for free.
Ghost Spells
These spells can be cast by Ghosts at no cost in Jewels.
- Boo!
- All Lego People within 20 dots of the ghost are immediately moved
away
from the ghost until they are 20 dots away from it.
- Invisible
- The Magician can't be seen by any other Lego Creature for 2D6
turns.
Special Rules
Drowning
What happens to a Lego Creature when you submerse them in water?
Nothing!
Lego Creatures can't be drowned. If real liquid enters your game, have
the person who spilled their drink get a towel and clean it up.
Encumbrance
This is a measure of how much stuff a Lego Person can carry around with
it. Since Lego People never get tired, weight is not an issue. However,
the carried items must be stuck to the Lego Person to form one Solid
Unit
regardless of how ridiculous this looks. The Lego Person must be able
to
carry all of this stuff with only its two legs stuck on two dots and
nothing
else touching the ground. Veterans of other role playing games will
find
that this is not as restrictive as it first may seem, since the Lego
People
don't need to carry around rations and water skins.
Falling Damage
Sometimes Lego Creatures get pushed off of high places. To simulate
damage
taken by falling, actually drop the Lego Creature from that height and
see what happens. Simulate extreme heights that can't be represented on
the table by using a hard surface such as the kitchen floor. When this
is resolved, assuming the Lego Creature is not damaged it must take the
next Turn to get up.
Lifting Objects
To lift a Lego object it is just attached to a Lego Person to form a
Solid
Unit. If the item is a brick, chest or something that is stuck to
another
Lego piece, the Lego Person must make a HTH attack to break the
connecting
Joint and then attach it to itself.
Two Heads
Some twisted Lego Fantasy players like to break the neck Joint of their
enemies and take the head as a trophy. They often stick the extra head
on top of their head to carry it. While this looks weird, it has some
drawbacks.
If the two headed Lego Person is hit in the neck Joint, both heads
Break
off. The Two Headed Lego Person may not gain the advantage of wearing a
helmet or hat. Also, every turn roll a D6. On a roll of a 4+ the owner
of the captured head gets to control the two headed Lego Person for
that
Turn.