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![]() Good question Grim. So most of the spells and special attacks your character gets will be the result of equipment you either find or buy. Since you can only have what you can reasonably carry, lots of the game's strategy will be based on the decisions you make in equipment as we go along. I'll just make up a few example effects to give you the idea... Welcome to Damion the Dwarf's Adventuring Outfitters! For sale today: 1. Boots of the Avenging Spirit if you wear these boots, upon getting hit you take your -2 STAMINA, but you can instantly spend 2 luck points to call upon this familiar spirit, which screaming like the banshee, reflects -2 STAMINA damage back upon your foe. 700 gp 2. Scroll of Backfire this is a magic spell. It can be used once per combat by receiting the magic words written upon it. Spend 2 luck points to roll 2d6. You enemy instantly takes that much STAMINA damage, but your hero also takes STAMINA damage equal to the lower of the two dice.450 gp 3. Blood Rage while wearing this amulet whenever you score two consecutive hits during your turn you go into a blood rage: temporarily increase your SKILL by 2 and decrease your STAMINA by 2 for the remainder of the combat. 350 gp 4. Magician's Gloves of the Last laugh while wearing these white gloves You may force your opponent to re-roll their dice one time during combat. You must accept the re-rolled results.200 gp 5. midas' ring while wearing this ring, automatically double the amount of gold that the text (DM) says you find!5000 gp A general rule I go by as DM is that in every case, a condition of the effect is that it must be adequately role played!!! ![]()
![]() awesome! We'll do Vault of the Vampire, the old classic. I've got the book in PDF and I'll doctor it up as we go if needed. Golard post your character like the others have. Looks like we've got 3 players: GRIM
Recruitment is still open, we can probably take 5, but if we can't find two more we'll just go with 3... ![]()
![]() FIGHTING FANTASY PBP RULES -by DM Owlbeard CHARACTER CREATION
2. Roll 1d6+10, this is your STAMINA 3. Roll 1d6+6, this is your LUCK keep track of these scores like this: SKILL 11/11 STAMINA 9/9 LUCK 5/12. 4. You may accept these scores or choose a focus.
5. You are assumed to already have basic equipment suitable to your chosen character. DM reserves rights of course. Also, you may Select one of the following potions to start with:
6. Write a compelling backstory in the high fantasy, gothic horror genre. You will fend off foul creatures of the night, meet sumptuous ladies in waiting, explore twisted castle towers tottering on the cliffs which overhang the violent waves of the Pearl Sea. Make your character accordingly. Anything goes: werewolf is even fine. COMBAT
1. Roll two dice for your opponent. Add its SKILL score. This total is the opponents Attack Strength. 2. Roll two dice for yourself. Add the number rolled to your current SKILL score. This total is your Attack Strength. 3. If your Attack Strength is higher than your opponent’s is, you have wounded it. Proceed to step 4. If your opponent’s Attack Strength is higher than yours is, it has wounded you. Proceed to step 5. If both Attack Strength totals are the same, you have avoided each other’s blows – start the next Attack Round from steps 1 above. 4. You have wounded your opponent; so subtract 2 points from its STAMINA score. You may use LUCK here to do additional damage (see below). Proceed to step 6. 5. Your opponent has wounded you; so subtract 2 points from your STAMINA score. You may use LUCK to reduce the loss of STAMINA (see below). Proceed to step 6. 6. Make the appropriate adjustments to either your opponents or your own STAMINA scores (and your LUCK score if you used LUCK – see over). 7. Begin the next Attack Round, starting again at step 1 with your current SKILL score. This sequence continues until the STAMINA score of either you or your opponent reaches zero (death). If your opponent dies, you are free to continue with your adventure. If you die, your adventure ends and you must start all over again by creating a new character. Luck - at any time during combat you may test your luck by rolling 2d6. If the result is less than your current LUCK you deal an EXTRA 2 points damage on that hit. Or, you may reduce the amount of damage you take on that hit from 2 to 1. In either case, whether you succeed or fail at the test, you must immediately reduce your LUCK by 1 point. So as you can see if you rely on it too much your LUCK will eventually run out! TESTS
Magic is available to anyone. You can select 2 initial spells, subject to DM approval. The rest of your Spells will be found during the game. Casting a spell costs LUCK points. Your initial spells should each cost 2 luck points and be about as powerful as a normal level 1 Pathfinder Character, but you pick the effect. If you choose to permanently FORGO ALL MAGIC you may add 2 to either your SKILL or STAMINA score. pets No pets to start with. You can find them in the game.[/b] TREASURE AND ADVANCEMENT
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![]() Ah shoot, the dice rolls all got recast when I posted. I'm really sorry, the example may not make perfect sense. I will post the one page rules later tonight and that should clear some things up. Again, check out the link in my first post for 'the love cure' for the one page rules and a short 18 page FF adventure to get a feel for things. THANKS FOR YOUR INTEREST EVERYONE! ![]()
![]() Maltheus the wise SKILL 9 STAMINA 12 LUCK 11: I take it head on! Here we go!
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![]() Yes they all the FF versions had great artwork!... @DragonRider: rules are super ease cheeze. I will post an example combat tonight for you, but go ahead and check out 'the love cure' link i posted earlier! As for death traps and how I will handle them: Yes they would be handled in a more table top manner, but they would exist for sure. I don't know if you ever read "Night of the Necromancer?" It was one of the better FF books in my opinion. You played a ghost and half way through you were told you gained a new ability; you could add up the letters of the names of any character you'd met thus far and go to that page and VWALA! You could posses their bodies! It was gritty good fun. But to the point, in Night of the Necromancer if you died from a death trap you would find yourself in the after-life and have the chance to fight your way through a few challenges, earning the right to come back from the grave...either as yourself if you fought well, or as something else if you didn't. I would have tricks up my sleeves for the unsuspecting victims of FF deathtraps! Check back tonight for an example of how i envision a FF combat going... and hopefully we can drum up a few more players too:) ![]()
![]() I ran ROTRL last winter but when my twins were born I just couldn't keep going...I think my players left happy though:) I've got some time now though, for a rules lite version of Fighting Fantasy. If you don't know what that is, here is a link to an awesome short adventure called 'the love cure'. This is the same gamebooks series that birthed the amazing 'house of hell' by Steve Jackson, the book the scared me half to death when I was about 13. The rules are basically 1 page long. Any and all character concepts are fine. The game will be heavy on Role-Playing. Lite rules should make it a fun fill-in between your more serious games. Players will basically resolve combat themselves as described in 'the love cure' and I'll referee, bumping up or toning down challenges via story intjection, ect. We'll throw out lots of cool artifacts to make your characters more powerful as you go, instead of the standard 'leveling' concepts. We can run any kind of game you want: horror, fantasy, gritty, sci-fi...players decide! Dot in if this sounds like your bag. ![]()
Perception +300 at night when finding mouse
![]() Mabe it was Sinspaawn's turn, I think I got a little lost. Let's make Dair's flanking move ends Round2 for the PCs. So: Dair hits (sinspawn AC is 14) How much damage should I take? Monsters Round 2:
Erylium: zeroing her eyes on Boo, the creature lets out a blood curdling Ear Peircing Scream. See Pathfinder PDR for decription. Basically a witch spell that dazes for 1 round and does 2d6 damage to one taget. A successful fortitude save DC25 negates the daze effect and halves the damage. damage: 2d6 ⇒ (4, 2) = 6 Round 3:
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Perception +300 at night when finding mouse
![]() Okay so there is an updated map now. Boo is still in the hall. Dair, you are forward because you zipped around behind Erylium in an attempt to flank her, but she flew off toward the pool and summoned the two sinspawn that are attacking maltheus and thumparr. This is how I pictured the action anyway. D=dair, Th=Thumpar, T=tinuviel, E=Erylium, S=sinspawn, M=maltheus. PC turns accept for Maltheus who just went. Be sure to take your +6HP from his channel energy. ![]()
Perception +300 at night when finding mouse
![]() taking the higher of the two damage rolls, Maltheus' hand axe sinks deeply into the beast's flesh. She is relatively unaffected, but a fuchia colored blood oozes from the open wound near the root of her wing-appendage. Dair's first round action will back-apply when he posts it. Sinspawn A: move action to Maltheus, attack 1d20 + 3 ⇒ (13) + 3 = 16 for 1d6 + 1 ⇒ (6) + 1 = 7 Sinspawn B: move action to Thumparr, attack 1d20 + 3 ⇒ (5) + 3 = 8 for 1d6 + 1 ⇒ (1) + 1 = 2 END ROUND 1. PCs are up. ![]()
Perception +300 at night when finding mouse
![]() Warhammer misses.
Will still take first round actions from Dair and Maltheus. They will apply before what comes next: Erylium first round: She flaps gracefully to the runewell and sprinkles some kind of powder into the churning water. The skull ring dips down into the pool and two sinspawn rise up hissing and sputtering. slay my enemies she commands them in an otherworldly voice! ![]()
Perception +300 at night when finding mouse
![]() As thumparr steps in the room a winged female creature flies down and lands before him...This is Erylium, the foul beast that has corrupted these catacombs for a thousand years. Get out! she screams Out out out!!! This runewell is mine...the power is mine...out out out! PCs have initiative. ![]()
Perception +300 at night when finding mouse
![]() Spoiler: hard to format here but something like this: / / alphabet = ABCDEFGHIJKLMNOPQRSTUVWXYZ 00cipher = BCDEFGHIJKLMNOPQRSTUVWXYZA so in the enciphered txt, 'b' is 'a' and 'l' is 'k'. The first word of the cipher is 'kiss'.
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Perception +300 at night when finding mouse
![]() Beyond the door, from the adventure path: This huge room looks like an immense underground cathedral. The walls are covered in spikey runes. In the center of the room is a huge pool with a ring of polished human skulls balanced on stone spikes arranged in a circle around the deeper midsection. At the far end of the room a pair of stone stairways leads up to a pulpit on which sits a second pool, this one triangular and filled with churning bubbling waster that looks almost like tranlucent lava. yet while wisps of what look like heat and steam rise from the strange orange liquid, the room itself is deathly cold. ![]()
Perception +300 at night when finding mouse
![]() S/he who searches the purple beast finds 1d100gp (first one to post the roll determines) and a long silver dagger, with a motif of a serpent consuming it's own tail. dair: No problem. So basic encryption lesson: You probably know that a cipher is where each letter is represented by another letter or chr. So like the code on a cereal box when you were a kid where A=1, B=2, C=3 ect. In that simple cipher the code '312' would be the word 'CAB'. Well in this cipher each letter is represented by another letter in the alphabet. And Dair's clue due to his superior intelligence roll was 'each letter is shifted forward (in the alphabet) one'. Hope that helps? ![]()
Perception +300 at night when finding mouse
![]() Jeeperz...two critical hits. The purple creature, still reeling from the xbow bolt takes Maltheus' war axe directly in the cranium. It splits like a water melon and the creature falls... But as it does it twists, landing it's big shoulder in the vial of purple liquid in the door-trap. It shatters under preassure, filling the corridoor with an acrid purple haze. Reflex Save DC20 or take 1d6+2 acid damage. ![]()
Perception +300 at night when finding mouse
![]() Players have initiative since they are ready as the door opens... Thumparr fires his crossbow 1d20 + 5 ⇒ (20) + 5 = 25 and hits big! confirm crit: 1d20 + 5 ⇒ (12) + 5 = 17 CRITICAL HIT! The purple creature stumbles back and lets out a bellowing howl of pain as the arrow sinks into it's neck... need actions from Maltheus and Dair. Boo is waiting, jump in whenever you are ready!
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