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Ruleset and character generation.

Posted by The DirectorFor group public
The Director
GM, 696 posts
Sat 10 Jun 2023
at 17:32
  • msg #1

Ruleset and character generation

I'm proposing to use the Advanced Fighting Fantasy Quickstart (free download here: https://www.drivethrurpg.com/p...g-Fantasy-Quickstart) with a few modifications and adaptations that will be clarified below to cover for the lack of character generation etc. in the linked document.

Core Mechanics

The mechanics of this fast and simple 2d6 ruleset to resolve all controversial situations is:

  • UNOPPOSED TEST: i.e. a situation where there is no active opponent - for example you jump across a chasm, or climb a mountain, or bend a metal bar: roll 2d6 UNDER a target value + associated modifiers. The target value is the relevant characteristic (usually SKILL, sometimes MAGIC) + relevant Special Skills that you may have and some environmental modifier, such as light conditions, chasms particularly wide, etc. A double 1 is always a success and a double 6 is always a failure.
  • OPPOSED TEST: i.e. a situation where you have an active opponent - typical example is a melee fight (ranged fights are a bit less straightforward as it will be explained later): roll 2d6 + the relevant characteristic + associated modifiers OVER the same roll by your opponent. A double 1 is a always a failure / a fumble and a double 6 is always a critical success / a critical hit.
  • TEST YOUR LUCK: it is rolled like an unopposed test, but after each test of LUCK, whether successful or not, current LUCK is reduced by one point. You are never forced to test your LUCK - if you want you can refuse to test your LUCK and accept the results of bad luck, but this way you don't deduct the point of current LUCK.
    You can also choose to test your LUCK instead of any other roll. Moreover, a test of LUCK can be taken instead of the damage roll to deal max damage or instead of an armour roll have max damage reduction. A test of LUCK can also be taken to negate a critical hit you just received.


Your Characteristics

Your character is defined at first instance by four characteristics: SKILL, STAMINA, LUCK and MAGIC.

  • SKILL reflects your general fighting ability, physical prowess and agility.
  • Your STAMINA is a measure of how long you can take on a physical challenge, for example how long you stand up in a fight. It can be replenished with rest and, within some limits, with food.
  • The LUCK characteristic is simply a natural indicator of how fortunate your Hero is. Usually initial LUCK is recovered only at the end of the adventure: use your LUCK wisely!
  • Some Heroes also have the ability to cast magical spells, and these Heroes also have a MAGIC characteristic and a MAGIC POINTS score. The first of these is how competent your Hero is at casting magical spells, and the second how many spells can be cast. MAGIC is usually tested as an unopposed test (more detail below).


Special Skills and Talents

On top of your characteristics, your character is also defined by your Special Skills and Talents.

The Special Skills can be progressively improved and are added to your characteristics when rolling. For example, you can have a Sword Special Skill at various levels and, when fighting with a sword, you add that number of levels to your SKILL. Your character will have several Special Skills at generation, representing what you know and what you can do, and will be able to improve or expand them reasonably often between adventures.
Special Skills can increase up to level (6), but can never be more than half the related main characteristic, rounded up (for example, if your SKILL is 7, a related Special Skill can be at most (4)). A Special Skill at level (1) indicates a basic training, at (2) is full training, at (3) you are an expert, at (4) a master and higher scores indicate higher mastership levels.
You can pick amongst the following (they are mostly self explanatory):

Combat Special Skills:
Axes
Bows
Brawling
Clubs
Polearms
Swords

Movement Special Skills
Acrobatics
Climb
Jump
Ride
Swim

Stealth Special Skills
Awareness: helps spotting enemies, traps, secret doors etc. it does not only apply to sight, but also hearing, tasting, touching and smelling
Disguise: use of clothing, make up and other props to appear who you are not. It includes acting.
Locks: pick locks
Sleight of Hand: pick pockets, steal small items in plain view, secrete small items etc.
Sneaking: used to avoid being seen and heard
Trap Knowledge: identification and deactivation of traps

Knowledge Special Skills
City Lore: choose a specific city
Crafting: choose a specific craft
Terrain Lore: a specific environment has to be chosen (Forest Lore, Desert Lore, Mountain Lore, Sea Lore, Underground Lore, etc.)
Healing: patch up wounds, treat diseases and poisons. A successful healing roll cures 2 STAMINA, a double 1 restores 4 STAMINA and a double 6 inflicts 2 damages (due to a medical mistake...)
Religion Lore
World Lore

Languages
This Special Skill works differently to the others in that not having the Special Skill means you cannot understand the language in question. In addition, the value of this Special Skill is normally used purely to define the extent of language known. Thus a Hero with 1 point in Orcish will know the common words and phrases, and can follow a conversation between native speakers, but not be aware of all of the nuances. A Hero with 2 points will be able to hold most basic conversations as well as read and write the language, and a Hero with 3 points will be able to talk, read or write fluently. More than 3 points will allow a Hero to talk as if a native speaker.
A list of just a few of the languages spoken on Titan is given here:
Common Speech (i.e. Modern Allansian)
Dwarfish
Elvish
Goblin
Lizardman
Orcish
Troll
Ancient Allansian (spoken by sages or by ancient creatures)

Magic Special Skills
Please note that the Quickstart Rules do not cover in depth all magic styles and spell lists of AFF. However, they do cover sufficiently Magic - Wizardry, that is probably the most practical magic styles for new players, and Magic - Priestly is relatively simple to explain. They can be more than enough for this campaign, but be aware that many schools and styles of magic exist.

Magic - Priestly: choose a deity from the Religion section and then contact the Director to get the related priestly powers. Each God grants its Priests a specific power and three common powers. Whereas a Wizard speaks an incantation and makes the appropriate gestures, a Priest merely murmurs a prayer to his God to invoke the effects. A Priest may only use each of his gifted powers once every day. If used, normally a power becomes available again at midnight. In dire circumstances a Priest may use one of his powers for a second time during a day, but must deduct a current LUCK point to do so. No power may be used a third time during one day. A Priest may also, once in his career, call on his deity for Salvation. This is a last chance call, which must be made whilst the Priest is alive will save the Priest from his current predicament. This Salvation may, if the Priest desires, include his companions.
Magic Lore: you can identify a spell being cast (all magic styles), a magical potion and even a creature of magical origin. Penalties can vary depending on how common that magic is.
Second Sight: you can see magic, magical effects and magical creatures (including spirits, ghosts etc.)
Magic - Wizardry: this magic style is explained at pages 5 and 6 of the Quickstart Guide. The initial total number of spell levels known at character creation (where the level of a spell is considered the standard number of MAGIC POINTS required to cast it) is equal to MAGIC characteristic score and you can chose among the spells described at page 16 of the Quickstart Guide. For example, "Breathe" will cost you two spell points in this calculation. In case of doubt contact the Director with a private message.
Your MAGIC POINTS are equal to twice your MAGIC characteristic + Magic Wizardry Special Skill score.
Spell casting 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 spell that he previously learnt) at a GOBLIN. Hector has a MAGIC score of 8 and Magic-Wizardry of 2 meaning he has to roll 10 or under on a roll of 2d6 to successfully cast his spell. He rolls 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, so the current total of MAGIC POINTS would go down to 19).
Spell casting 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.

The Talents are not introduced in the Quickstart Guide and are special features of your character, but not something that can be progressively improved (like a Special Skill). For example, either you have or you have not Dark Seeing - you can't have it 'partially'. Your character will have at least one Talent at generation.
Here are some Talents that you can choose:
Armour Training: +1 to all armour and shield rolls.
Attuned: you need at least one point of Magic Lore Special Skill. You can identify the main properties of a magic item you hold in your hand. The more powerful is the item the lower is accuracy.
Blessed: you need at least one point of Magic - Priestly special skill. You can use one extra divine power per day without extra cost.
Crack Shot: +1 bonus when rolling for damage with ranged weapons
Dark Seeing: see at night and underground (monochrome and up to 20m - not available to Humans)
Lucky: can repeat one failed LUCK roll every day, spending a single LUCK point for both. Second roll must be accepted. - available only to Humans
Strongarm: +1 damage roll when brawling or using hand weapons

Social Status

Having high Social Status can be very important in Allansia and many adventures require a certain Social Status for playing them. In simple terms, if you are not well known enough, they won't propose you to take on some quests.

Social scaleExample positions
0Beggar, mercenary or criminal
1Peasant or soldier - novice adventurers (XP=0) are assumed to start at this social level
2Farmer or watchman - low-experienced adventurers (XP=1-300) are typically at this social level or above
3Craftsman, sergeant, merchant or monk
4Clerk or witch - mid-experienced adventurers (XP=301-1000) are typically at this social level or above
5Master craftsman or physician
6Town mayor, captain, priest or head of a minor guild - high-experienced adventurers (XP=1001-5000) are typically at this social level or above
7Knight, senior priest or head of a major guild
8Lord or high priest
9Baron or Prince - living myth adventurers (XP=over 5000) are typically at this social level
10King

Your characters starts at Social Status 1 and in time they status will grow progressively, if they will succeed in their quests and behave honourably. However, with good fame come also living standards expectations, and these can be expensive.
During each week that you don't pass "under the limelight" (for example if you are training or healing after a critical hit) your "standard" upkeep will be one gold piece per day for each step in the social scale (all other expenses, from mounts to clothing, from dominion upkeeps to weapons, are on top of this). If you fail to pay for your "social upkeep" in full, you fall to the social level associated to the amount that you pay. If you want to re-gain your previous social rank, you have to pay to the level of the rank above you for double the time you passed at a social level beneath you.

Religion

Most people in Allansia are polytheists with a pantheon of gods of good, neutral gods and gods of evil. Most people have a favourite god or goddess, but they worship and respect them all, just in case one of them gets upset for whatever reason... and praying a god of evil to stay away from you is a perfectly acceptable prayer for any normal, good-willed Allansian. Only priests (and some fanatics) do normally worship a single god or goddess.

Gods of good:
Sindla, Goddess of Luck and Fate
Libra, Goddess of Justice and Truth
Asrel, Goddess of Beauty and Love
Usrel, Goddess of Peace
Courga, Goddess of Grace
Fourga, God of Pride
Telak, God of Courage and Combat
Hamaskis, God of Learning
Galana, Goddess of Plants and Fertility
Throff, Earth Goddess
Filash, God of Fire
Glantanka, Sun Goddess
Verlang, God of Metal workers
Lorodil, God of Volcanoes
Solinthar, God of Mariners
Fulkra, God of Travellers

The Neutral Gods:
Sukh, God of Storms
Pangara, God of Winds
Hydana, God of the Waters
Aqualis, God of Rivers
Farigiss, God of Ice and Cold
The Beast Lords, Patron Gods of each specific animal type (only a few of them are gods of evil)
Logaan, God of Tricksters

The Gods of Evil:
Slangg, God of Malice
Death, God and Incarnation of Death
Disease, God and Incarnation of Disease
Decay, God and Incarnation of Decay
Arhallogen, God of Spiders
Hmurresh, God of Flies
Tanit, Goddess of Envy and Jealousy
This message was last edited by the GM at 20:12, Mon 28 Aug 2023.
The Director
GM, 703 posts
Wed 21 Jun 2023
at 21:39
  • msg #2

Combat

When two or more combatants are engaged in a melee, they each roll:
  • 2D6 + SKILL + Weapon Special Skill + Other Modifiers. This is a combatants Combat Total for the round. The highest combat total wins, following the core mechanics of opposed rolls.
  • The winner rolls 1D6 to determine damage based on their weapon/attack. This will determine the base number of STAMINA points damage the loser will take.
  • The loser rolls 1D6 to determine the amount of protection their armour/hide gives them. This will determine the reduction to the STAMINA damage caused by the attack.
  • Inflicted damage = Weapon/Attack Damage roll result - Armour/Hide Protection roll result


In case of a ranged attack, the attacker rolls 2d6 + SKILL + Weapon Special Skill + Other Modifiers vs. the standard value of 15. If the attacker gets a 15 or more, the ranged attack hit and the usual damage and armour roll can follow.

Order of events per round: Missiles - Magic - Melee

Multiple Combatants: A combatant can only attack once per round unless they have a multiple attacks ability. Even with multiple attacks, each attack must be against different targets.

Surprise: ambushers gain +6 to their combat total and +2 to their damage roll
Unarmed: -4 to the combatants combat total if they are fighting unarmed against an opponent with a weapon bigger than a Dagger (unless they have the Brawling Special Skill)
Combat Manoeuvres:
All-out-Attack: for each -2 to the combat total add +1 STAMINA damage
Defensive: +2 to combat total against all opponents but causes no damage, if even the combat total wins
Feint: if the Hero wins they gain +1 on the damage roll, if they lose their opponent gains +1 to their damage roll
Rapid Shot: uses 2 missiles. Two attack are made against the same or different opponents at a -3 penalty to both. Each shot that hits uses 1D3 for the damage roll.
Push Back: can be used against an opponent less than twice the weight of the Hero. If the Hero wins their damage roll is automatically a 1 and their opponent is pushed back 2 metres.
This message was last edited by the GM at 18:41, Sat 19 Aug 2023.
The Director
GM, 704 posts
Sat 19 Aug 2023
at 18:45
  • msg #3

Character Generation

Come up with a rough character concept, and eventually a name.
Pick the character’s Race: Human, Elf, or Dwarf. There option options for picking other races, for players with at least 500 posts.
Start with SKILL 4, STAMINA 8, LUCK 8, MAGIC 0.
Distribute 8 Creation Points (CP) among the four characteristics, but no more than 3 in SKILL and LUCK, no more than 4 in STAMINA, and no more than 7 in MAGIC. Each CP increases STAMINA by two and other characteristics by 1. They will be your initial characteristics scores.


Make the following racial adjustments:
Human: +1 LUCK; Special Skills: World Lore (1), City Lore (1) (or Forest Lore, Desert Lore, etc. for humans from elsewhere), Religion Lore (1), another Movement- or Stealth-related Special Skill (1), Language - Common Speech (4).
Elf: +1 MAGIC; Special Skills: Forest Lore (1), Magic - Minor (1), Language - Elvish (4), Language - Common Speech (2); Talent: Dark Seeing.
Dwarf: +2 STAMINA; Special Skills: Underground Lore (1), Crafting (1), Language - Dwarfish (4), Language - Common Speech (2); Talent: Dark Seeing.
Raise three different Special Skills listed in the rules by 2 points, and six more Special Skills by 1 point. No individual Special Skill may be chosen twice, although racial Special Skills listed above may be further improved. So an Elf Hero may start with 3 points in Minor Magic but a Human or Dwarf Hero may only start with a maximum of 2 points in this Special Skill.
Pick one Talent from the list, except Dark Seeing.


Record the following Equipment:
10 Gold Pieces
One weapon that the character has a Special Skill in. If the character has no relevant Combat Special Skill, it will be a dagger.
A leather cuirass
1 lantern
1 flask of oil
2 meals worth of provisions
1 backpack to store all the above.
This message was last edited by the GM at 21:35, Sat 04 Nov 2023.
The Director
GM, 705 posts
Sat 19 Aug 2023
at 18:50
  • msg #4

Experience and Character Improvement

At the end of each adventure, you will typically have your STAMINA, LUCK and MAGIC POINTS restored to their initial level, plus you will receive a number of Experience Points (XPs).
The experience points earnt adventuring can be "invested" in the following improvements (time and teachers will be required to turn experience in personal improvements).

Increase SKILL
 Costs 20x new score in experience points

Increase MAGIC or LUCK
 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 Spell
 Costs 20x Magical Point cost
To learn a new Spell requires a teacher who knows it

Gain new Talent
 Costs 200 experience points
Subject to Director's approval

One Hero may not have more than 12 SKILL, MAGIC or LUCK and STAMINA may not exceed 24, regardless of race. Special Skills may not exceed level (6) and may not be higher than half the characteristic they refer to (rounded up), but there is no limit to the number of additional Special Skills that can be learnt, apart from the XPs required.
Once you have sufficient Experience Points, improving your characteristics will take approx a week for each point improved, four weeks for getting a Talent. Please double check this with the Director every time you spend your XPs on improvements as times may change or you may need to find (or hire for a fee) a teacher, especially when you approach higher levels or you choose to learn a rare discipline.
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