I've just been introduced to Dungeon Crawl Classics from this blog and I loved their idea of character creation - each player starts off with 2-4 0 level characters and sends them on a mission that gets most of them killed.
And so this appealed to my nature of fiddling with game systems. I ws thinking about how this could be applied to AFF2 (fiddling with AFF has been done before)
You can still choose the colour of the coat if you want. |
Stats
Skill - 5
Stamina - 7
Luck - 7
Magic - 0
Roll 1 die:
1-2 +1 skill, -1 stamina
3-4 +2 stamina
5-6 +1 luck
(using values given on normal humans on page 23. I have also taken 1 from luck. The idea is that characters get that back after a big quest.)
Add racial modifiers and give them their skills based on race.
Other modifiers
I was thinking of a quick way to apply a trade and appropriate skills. I thought that all players should roll 1d6 and subtract 1. That is the character's social scale (directors may subtract more as this or use 1d3 and subtract 1 or 1d3 and add 2 if there is no real reason why someone of social scale 5 should be travelling with someone of social scale 0).
Then you roll a die to determine the trade. Players can then choose skills from the lists given from their trades. Heroes pick 6 special skills from the list. They can apply 2 points to two of them and 1 point to the other four.
The following skills are available to all backgrounds: brawling, clubs, staves, thrown
Social scale 0 - beggar, mercenary or criminal
1-2 Beggar: dodge, awareness, disguise, sleight of hand, sneaking, bargain, city lore con, languages, secret signs, world lore.
3-4 Mercenary: Any combat skill, dodge, ride, sneaking, bargain, con, fishing, hunting, languages, sea lore, (terrain) lore, underground lore, world lore.
5-6 Criminal: swords, any movement skill, any stealth skill, bargain, city lore, con, evaluate, languages, law, secret signs, world lore.
Social scale 1 - Peasant or soldier
1-3 Peasant: axes, bows, strength, climb, jump, ride, swim, animal lore, fishing, healing, hunting, religion lore, sea lore, (terrain) lore.
4-6 Soldier: Any combat skill, any movement skill, fishing, hunting, (terrain) lore.
Social scale 2 - farmer or watchman
1-3 Farmer: axes, bows, strength, dodge, ride, animal lore, bargain, evaluate, fishing, healing, hunting, sea lore, (terrain) lore.
4-6 Watchman: Any combat skill, climb, dodge, jump, ride, swim, any stealth skill, bargain, city lore, con, etiquette, law, secret signs.
Social scale 3 - craftsman or sergeant
1-3 Craftsman: armour, axes, bows, strength, swords, ride, awareness, locks, trap knowledge,, animal lore, bargain, city lore, con, crafting, etiquette, evaluate, fishing, healing, hunting, languages, sea lore, secret signs, (terrain) lore, world lore.
4-6 Sergeant:Any combat skill, dodge, ride, awareness, bargain, city lore, con, etiquette, fishing, hunting, leadership, sea lore, (terrain) lore, world lore.
Social scale 4 - clerk or witch
1-3 Clerk (gains the learned or natural linguist talent): awareness, bargain, city lore, con, etiquette, evaluate, languages, law, religion lore, secret signs, magic lore.
4-6: Witch (must reduce skill by 1, stamina by 2 or luck by 1 to increase magic by 1): dodge, awareness, disguise, sleight of hand, sneaking, animal lore, city lore, con, etiquette, fishing, healing, hunting, languages, religion lore, secret signs, (terrain) lore, world lore, magic - minor, magic lore, second sight.
Social scale 5 - master craftsman or physician
1-3 Master craftsman (gains the natural crafter talent which gives a +2 bonus on all craft checks): armour, axes, bows, swords, ride, awareness, animal lore, bargain, city lore, con, crafting, etiquette, evaluate, fishing, healing, hunting, languages, law, leadership, religion lore, secret signs, (terrain lore), world lore.
4-6 Physician (gains the natural physician talent): awareness, animal lore, bargain, city lore, etiquette, fishing, healing, hunting, languages, religion lore, (terrain) lore.
Unless mentioned above, the characters do not start with a talent.
The characters then go out on a quest. Once the players have chosen the character that they can use from the survivors, then the new character gets a +1 bonus to their initial luck.
So there we go. What do people think?
Skill - 5
Stamina - 7
Luck - 7
Magic - 0
Roll 1 die:
1-2 +1 skill, -1 stamina
3-4 +2 stamina
5-6 +1 luck
(using values given on normal humans on page 23. I have also taken 1 from luck. The idea is that characters get that back after a big quest.)
Add racial modifiers and give them their skills based on race.
Other modifiers
I was thinking of a quick way to apply a trade and appropriate skills. I thought that all players should roll 1d6 and subtract 1. That is the character's social scale (directors may subtract more as this or use 1d3 and subtract 1 or 1d3 and add 2 if there is no real reason why someone of social scale 5 should be travelling with someone of social scale 0).
Then you roll a die to determine the trade. Players can then choose skills from the lists given from their trades. Heroes pick 6 special skills from the list. They can apply 2 points to two of them and 1 point to the other four.
The following skills are available to all backgrounds: brawling, clubs, staves, thrown
Social scale 0 - beggar, mercenary or criminal
1-2 Beggar: dodge, awareness, disguise, sleight of hand, sneaking, bargain, city lore con, languages, secret signs, world lore.
3-4 Mercenary: Any combat skill, dodge, ride, sneaking, bargain, con, fishing, hunting, languages, sea lore, (terrain) lore, underground lore, world lore.
5-6 Criminal: swords, any movement skill, any stealth skill, bargain, city lore, con, evaluate, languages, law, secret signs, world lore.
Social scale 1 - Peasant or soldier
1-3 Peasant: axes, bows, strength, climb, jump, ride, swim, animal lore, fishing, healing, hunting, religion lore, sea lore, (terrain) lore.
4-6 Soldier: Any combat skill, any movement skill, fishing, hunting, (terrain) lore.
Social scale 2 - farmer or watchman
1-3 Farmer: axes, bows, strength, dodge, ride, animal lore, bargain, evaluate, fishing, healing, hunting, sea lore, (terrain) lore.
4-6 Watchman: Any combat skill, climb, dodge, jump, ride, swim, any stealth skill, bargain, city lore, con, etiquette, law, secret signs.
Social scale 3 - craftsman or sergeant
1-3 Craftsman: armour, axes, bows, strength, swords, ride, awareness, locks, trap knowledge,, animal lore, bargain, city lore, con, crafting, etiquette, evaluate, fishing, healing, hunting, languages, sea lore, secret signs, (terrain) lore, world lore.
4-6 Sergeant:Any combat skill, dodge, ride, awareness, bargain, city lore, con, etiquette, fishing, hunting, leadership, sea lore, (terrain) lore, world lore.
Social scale 4 - clerk or witch
1-3 Clerk (gains the learned or natural linguist talent): awareness, bargain, city lore, con, etiquette, evaluate, languages, law, religion lore, secret signs, magic lore.
4-6: Witch (must reduce skill by 1, stamina by 2 or luck by 1 to increase magic by 1): dodge, awareness, disguise, sleight of hand, sneaking, animal lore, city lore, con, etiquette, fishing, healing, hunting, languages, religion lore, secret signs, (terrain) lore, world lore, magic - minor, magic lore, second sight.
Social scale 5 - master craftsman or physician
1-3 Master craftsman (gains the natural crafter talent which gives a +2 bonus on all craft checks): armour, axes, bows, swords, ride, awareness, animal lore, bargain, city lore, con, crafting, etiquette, evaluate, fishing, healing, hunting, languages, law, leadership, religion lore, secret signs, (terrain lore), world lore.
4-6 Physician (gains the natural physician talent): awareness, animal lore, bargain, city lore, etiquette, fishing, healing, hunting, languages, religion lore, (terrain) lore.
Unless mentioned above, the characters do not start with a talent.
The characters then go out on a quest. Once the players have chosen the character that they can use from the survivors, then the new character gets a +1 bonus to their initial luck.
So there we go. What do people think?
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