Sunday, July 7, 2013

More basic than Advanced FF but more advanced than basic AFF

Here is a rules set that I used for an FF RPG on the official website before the forums were changed.  It was before the new AFF so I used a class system loosely based on the Conan RPG.

Here are the six classes you can choose.  They all start with a set of basic skills but they can get advanced skills when they get more experience.  Alternatively, they could multiclass.

Scholar

You spent your formative years with your head in books, driven by a desire to understand the world. However, as you grew older, you realised that books alone could not satisfy your insatiable curiosity and so you left the security of your school to explore the world and all of its dangers. Adventurers value your skills when dealing with creatures of legend and in the ancient tombs below the Old World.

Stats

Skill 5-7 (roll 1 die, divide by 2 rounding up and add 4)
Stamina 10-15 (roll 1 die and add 9)
Luck 9-11 (roll 1 die, divide by 2 rounding up and add 8)


Equipment

Staff, blank parchment scroll, ink, feather, backpack, waterskin, 2 provisions, 5gp.



Basic skills

Literacy - The scholar can read and write. Something most people cannot do.
Decipher Script - The scholar can read in many ancient and modern languages and attempt to decipher mystical symbols.
Astronomy - The schlar has an understanding of the movement of the heavenly bodies.
Folklore - The scholar knows many legends and has an arsenal of knowledge of how to deal with mythical creatures.
General knowledge - The scholar has picked up many rumours and tidbits of knowledge and may have an answer to even the most obscure problems.

Advanced skills



Trickery - using a mixture of showmanship and prestidigitation, a scholar can pass themselves off as a sorcerer of some power.  They can perform sleight of hand tricks (which may also be used to attempt larcenous activities), make believable astrological readings and prophecies or bestow 'blessings' or 'curses' which, although are not magical, are convincing enough to make people believe that they have been blessed or cursed.


Alchemy - the scholar develops a knowledge of the properties of herbs and minerals.  They also know of recipies in order to brew potions or other concoctions with a wide array of effects.


Artifice - scholars can identify the function of strange objects or discern which civilisation made them, how old they are or whether they are magical and if they are, what magic they may contain.  A scholar can also build mechanical devices and if they know sorcery, they can use it with this skill to make magical items.  

Soldier

Since you were a child you have fought against any who threatened you. You lost many of those early battles but they only hardened your resolve to triumph. With an already formidible fighting ability, you joined the army which added discipline to your strength and skill. There is no weapon that you haven't wielded and you have an understanding of battle tactics. Tired of the boredom and regiment of the army, you left to persue your fortune as an adventurer.

Stats

Skill 7-9 (roll 1 die, divide by 2 rounding up and add 6)
Stamina 14-19 (roll 1 die and add 13)
Luck 7-9 (roll 1 die, divide by 2 rounding up and add 6)


Equipment

Sword OR Mace, Dagger, Chain cuirass (reduces damage by 1 on a roll of 1-2), backpack, waterskin, 2 meals, 3gp.


Basic skills

Weaponskill - You can use all common weapons and a few uncommon ones with no loss to attack strength.
Discipline - You are able to fight with other soldiers to maximise your abilities. If you fight in a group of 3 soldiers or more, you will get bonuses to your attack strength.
Ride Horse - You are an expert at riding and fighting from horseback.
Unarmed Combat - You can fight unarmed with no loss to attack strength.
Athletic - You are able to endure more than most humans and are better at climbing, swimming and running. 

Advanced skills



Weaponmastery - the soldier can pick a weapon.  With that weapon, they gain an attack strength bonus of 
+(their soldier level - 1).  They also reduce an opponent's stamina to -1 if they roll a double 6 for  their attack strengths with their specialist weapon.  They can do this for a number of weapons equal to their soldier level -1.


Officer - the soldier is able to organise non soldiers to fight as soldiers, giving them a bonus that soldiers get for fighting in formation.  The soldier has a knowledge of battle tactics and can command a number of combatants to fight effectively as a unit.  The officer is also knowledgeable about keeping morale up, organising supply lines and messages and public speaking to inspire their troops.


Combat expert - the soldier can attempt a number of manouvers - disarms, quick draws, charges, maiming, sundering and two weapon fighting.

Rogue

You grew up on the streets, stealing and picking pockets to survive. You then got drafted into the theives' guild where you proved yourself a capable theif. When a local official hired you to spy on another official, you learnt that your talents could be very profitable for yourself if you went freelance, so you left your guild and took to the life of a wanderer stealing, spying and occasioanlly killing either to survive or for profit.

Stats

Skill 6-8 (roll 1 die, divide by 2 rounding up and add 5)
Stamina 12-17 (roll 1 die and add 11)
Luck 8-10 (roll 1 die, divide by 2 rounding up and add 7)


Equipment

Dagger, backpack, waterskin, 2 meals, 3gp.


Basic skills

Stealth - You are adept at hiding and moving silently.
Quick talker - You are able to con or intimidate a mark into doing what you want.
Awareness - You are better tuned into things that are out of place. This may help you find a hidden door or a trap or sense whether someone can be trusted or not.
Good with hands - You are able to pick locks and pick pockets easily.

Advanced skills



Mechanic - the rogue can disarm traps, build their own traps, pick more compicated locks, fix mechanical devices and has a better chance of finding hidden doors, mechanisms and compartments.  


Acrobat - the rogue has increased dexterity and suppleness.  The rogue is excellent when it comes to climbing or escaping from a tight spot.


Underhand - the rogue is an expert at performing sneak attacks, using poison and dodging attacks in combat.

Ranger

Years of living in a remote village and the wilderness has hardened you to the extremes of nature. You tested yourself by climbing great mountains and delving into the hearts of deep forests. Now you strike out to find a challenge worthy of your hardened exterieor. You scouted for the army for a while but left as it was too easy for you.

Stats

Skill 7-9 (roll 1 die, divide by 2 rounding up and add 6)
Stamina 14-19 (roll 1 die and add 13)
Luck 7-9 (roll 1 die, divide by 2 rounding up and add 6)


Equipment

Shortsword, bow, 6 arrows, backpack, waterskin, 2 meals


Basic skills

Endurence - You are able to withstand extremes of heat and cold more than most humans. You can also go without food for longer. 
Survival - You are able to forage for food, water and helpful plants. You can also build shelters or find them more easily in the area.
Handle animal - You have a greater affinity with animals and may be able to placate or scare them. You can also ride a horse and fight from horseback.
Tracking - You can navigate across terrain and track creatures.
Archery - You are an expert with the bow.
Athletic - You are able to endure more than most humans and are better at climbing, swimming and running. 

Advanced skills



Favoured terrain - the ranger picks one terrain.  They add a bonus equal to their ranger level -1 to dodging, sneaking, hiding, tracking and finding food, water and shelter for that terrain.  They can do this for a number of terrains equal to their ranger level -1.


Natural lore - the ranger has an extensive knowledge of plants and their effects on people.  They are able to make herbal preparations with a wide range of effects.  The ranger also knows details of plants and animals to the extent that they can find them, hunt them or train them well.  


Hardened traveller - the ranger can endure extremes of heat and cold and can travel further and faster than most people.  The ranger is better at riding, climbing, running and swimming.


Barbarian

You grew up on the remote plains, slaying beasts and evil men. You backed down from no challenge. After forming a fearsome reputation, you struck out alone, eager to show those city dwelling losers what a true warrior is capable of. Civilisation just makes men soft and nothing is more reliable than a sharp axe. You have yet to face a warrior that will best you and although you despise book learning, you are cunning and fast thinking. People should think again before they anger you.

Stats

Skill 7-9 (roll 1 die, divide by 2 rounding up and add 6)
Stamina 16-21 (roll 1 die and add 15)
Luck 7-9 (roll 1 die, divide by 2 rounding up and add 6)



Equipment


Axe, backpack, waterskin, 2 meals.

Basic skills

Endurence - You are able to withstand extremes of heat and cold more than most humans. You can also go without food for longer. 
Survival 
- You are able to forage for food, water and helpful plants. You can also build shelters or find them more easily in the area.
Pursuit - You are able to track any creature.
Improvisation - You are able to use almost any object as a weapon including things not used as weapons. You can use pretty much anything with either no loss to attack strength or a reduced loss to attack strength.
Hardened mind - Your fierce singlemindedness makes you more impervious to psychic attacks and attempts at telepathy on you.
Athletic - You are able to endure more than most humans and are better at climbing, swimming and running. 

Advanced skills



Beserk - the barbarian can fly into a rage, increasing their attack strength and damage they deal by up to their level -1.  However, they automatically receive the same amount of damage per turn as their defences are lowered and they are easier to hit.  This is in addition to any damage inflicted if they lose an attack round.


Animal instincts - the barbarian is almost impossible to surprise having honed their instincts to danger.  They have also trained their bodies to be quick and supple making them acrobatic and better able to dodge traps and blows.  


Bear power - the barbarian's strength and level of endurance has increased.  They inflict 1 extra point of damage in combat.  


Noble

The child of aristocracy, you grew up knowing nothing but the best. You had a deep education and a rigorous physical regimen. However, one day your father told you that your title meant very little until you had proved yourself a true leader. He cut off your allowance and instructed all of his servants to shun you until you prove yourself in great challenges. You set out to lead a band of heroes against great odds in order to get your heritage back.

Stats

Skill 6-8 (roll 1 die, divide by 2 rounding up and add 5)
Stamina 12-17 (roll 1 die and add 11)
Luck 8-10 (roll 1 die, divide by 2 rounding up and add 7)


Equipment

Sword, backpack, waterskin, 2 meals, 100gp.


Basic skills

Literacy - You are educated and can read and write.
Charisma - You know how to look and speak in a way that will make people want to follow you.
Oratory - Your puclic speaking skills allows you to sway crowds to your view. You are also able to ruin another's good reputation.
Wealth - You left your family with a large amount of money to sustain you. While most of it has been spend, you still retain some of it.
Reputation - Your name carries weight with the commoners and other nobles. People know of your family and may help you out of a sense of loyalty.



Advanced skills


Leadership - the noble can inspire others, giving bonuses in combat and with other tasks.  They can be very persuasive with people.


Ambassador - the noble knows the languages, customs and etiquette of most cultures.  They can fit as a respectable member of society in almost anywhere.


Great charisma - the noble's reputation is so great that declaring who they are makes people hesitate to attack them.  





3 comments:

  1. Very good Stuart, a nice balance between straight gamebook rules and the bloat of a fully fledged set of RPG rules.

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    Replies
    1. Many thanks, David :). I came up with this ages ago. I think I might revise it in the future now that I'm a little more experienced.

      I might also take the time to write the adventure I had for AFF2 rules. I got half way through on the forum.

      Delete
  2. I'm actually thinking of using talents in a similar way of classes... not there, yet, however...

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