Quick and simplified rules.   Posted by The Director.Group: 0
The Director
 GM, 3 posts
Sun 1 Oct 2017
at 04:43
Quick and simplified rules
Besides the mentioned Quickstart Rules, here is how you create your character:

Every novice adventurer starts with the following values in their Characteristics:

those starting Characteristics are then increased from a pool of 8 points, with the following caveats:
SKILL: maximum 3 points can be added
STAMINA: maximum 4 points can be added, but each point added increases STAMINA by 2
LUCK: maximum 3 points can be added
MAGIC: maximum 7 points can be added

After adding up the Characteristic points as mentioned above, you can add their Racial modifiers:
Humans, Halflings and Docrae: +1 LUCK
Dwarves, Gnomes and Half-Orcs: +2 STAMINA
Elves (Cumasti and Westryn) and Half-Elves: +1 MAGIC

You can choose one Talent amongst the following:
Crack Shot: +1 to all damage rolls using ranged weapons
Dark Seeing: allows to see in the dark (monochrome, 20 m) - not available to Humans
Lucky: may re-roll a failed LUCK test per day without deducting any extra LUCK point - available only to Humans
Fleet Footed: allows faster movement for a short time (such as during a fight, when trying to escape, etc.
Hawkeye: +3 to all Awareness tests involving vision
Silvertongued: +3 to any test of Con, Bargain, Etiquette or Leadership

Special Skills
You can choose one Special Skill at (2) and two Special Skills at (1) amongst the following:

Sleigh of Hand
Trap Knowledge
Magic - Wizardry

Knowledge Special Skills have been removed as all your Chracter knows is written, fundamentally, in the Setting section.

Weapons and Armours
Your elders at the village not only tought you how to fight with at least one weapon, but they also provided you the weapons that you used for practice: they are very good quality, make sure you note them on your Character Sheet.
If you have SKILL equal at least to 7, they also gave you a fine Leather Cuirass.

Pocket money and other equipment
Your elders didn't send you out in the outside world without due equipment: you carry with you a fair amount of gold (50 GP), suitably comfortable clothes, a backpack and a bedroll. You have enough food and water to reach from your village to the ComeBack Inn.
Make sure you note all this in your Character Sheet.

Magic - Wizardry Spells
If you have chosen Magic - Wizardry Special Skill, you know the spells described at page 16 of the Quickstart Guide.
Your MAGIC POINTS are equal to twice your MAGIC Characteristic + Magic Wizardry Special Skill score.
Spellcasting is quite like any characteristic test only using your MAGIC score instead of your SKILL and in general will use a daily reserve of MAGIC POINTS.
Hector casts a Fire-Bolt (a sell that he previously learnt) at a GOBLIN. Hector has a MAGIC score of 8 and Magic-Wizardy of 2 meaning he has to 10 or under on a roll of 2d6 to successfully cast his spell. He roll a 4 and a 5 so he makes it. It also means that he has a daily reserve of 20 MAGIC POINTS.
A spell whether successfully cast or not drains Magic Points from the caster equal to the value of the spell (in the case of Fire-Bolt, 1 Magic Point.)
Spellcasting rolls that come up double 6 mean something has gone seriously wrong; the spell fails and the wizard rolls 3d6 on the Oops Spell Failure table (it can go DRAMATICALLY wrong...).
The roll can be improved by preparing and concentrating for few rounds before casting (+2 per each round), if the surrounding is quiet (+3), but can be penalized if the caster is target of a melee attack (-2) or even just by a ranged attack (-1).
If the wizard wears an armour, then additional MAGIC POINTS must be expended for each spell cast. For example a leather cuirass will require an extra MAGIC POINT and heavier armour will require progressively more and more.

This message was last edited by the GM at 02:23, Mon 30 Oct.

The Director
 GM, 32 posts
Sat 21 Oct 2017
at 01:12
Quick and simplified rules
Spending Experience Points

Increase SKILL
 Costs 20x new score in experience points

Increase MAGIC
 Costs 15x new score in experience points

Increase STAMINA
 Costs 5x new score in experience points

Increase Special Skill
 Costs 10x new score in experience points

Increase Magic Points
 Costs 5x new score in experience points, Magic Points can not exceed (MAGIC + Magic, Wizardry) x 2

Learn new Special Skill
 Costs 20 experience points
To learn a new Special Skill requires a teacher with at least 3 points in that Special Skill

Acquire new Wizardy Spell
 Costs 20x Magical Point cost
To learn a new Wizardy Spell requires a teacher who knows it

Gain new Talent
 Costs 200 experience points
Subject to Director's approval
The Director
 GM, 43 posts
Mon 13 Nov 2017
at 03:56
Quick and simplified rules
Simple notes for converting D&D monsters to AFF (from a Warlok magazine #9 article by Graeme Davis)

In this system, the number of Hit Dice (HD) a monster has governs its chance of hitting like a SKILL score. To find a SKILL score, divide HD by 2 and add 4. Where HD are shown as X+Y (e.g. 1+1, 6+2, etc.), ignore the second number unless it is over 4, in which case add 1 to the first number (i.e. HD 6+2 = 6 for conversion purposes, giving a SKILL score of 6/2+4 = 7, but 6+6 = 7, giving 7/2+4 = 7.5, rounded up to 8).
To find a STAMINA score, divide the monsterís Hit Points (HP) by 2. If the HP score is not given, multiply the HD score by 4.5 for an average HP figure, rounding fractions up.
This conversion may make some monsters turn out a little on the weak side, so donít be afraid to add a couple of points here and there to beef them up a little.

This message was last edited by the GM at 03:58, Mon 13 Nov.