Showing posts with label FF. Show all posts
Showing posts with label FF. Show all posts

Sunday, April 27, 2014

A Sci fi adventure done with FF

Session report submitted originally to Rpggeek.com

An improvised adventure while my wife and I barbecued some turkey on a sunny Sunday afternoon. This was almost completely improvised based on a mere nugget of an adventure I had planned for a larger group.

Troy (of no relation to a particular Troi from Starfleet), a half-Betazoid Starfleet scientist (honestly, not related, see another Troy here) was en route to Vega Beta Omicron Delta Poop 2 for a geological terraforming survey when her shuttle she was waylaid by an unknown vessel. Troy was knocked unconscious after her shuttle was hit by a beam weapon and she was thrown from the console.

Waking, shackled at the wrists, she looked about to see an ancient looking cargo bay on an unknown ship, dimly lit, filled with assorted containers and a transporter pad.

Not wanting to mess with the Ferengi, Troi decided to first unshackle herself if she could. She began opening cargo containers. The first contained tins of Federation field rations. She pulled the tab on one, finding it fresh, and ate it to recover her strength. Then she broke the tab off and picked the lock on her shackles with it. The next container contained assorted rods and plates commonly used for ship hull repairs, and armed herself with a duranium rod.

Next she tried the transporter controls, but finding the computer locked out with a passcode, Troy attempted to open the cargobay door to explore deeper in the ship. The door too was locked with a passcode. So Troy woke the Ferengi, cautiously, and asked him if he knew where they were. Blarg, his name was, said it looked like a Pakled ship. He demanded to be unlocked from his shackles.

Troy made a deal with the Ferengi. He crack the code on the door, she'll unlock him. Agreeing to the deal, he first checked his pockets, finding everything missing. Except, under his waistband, his secret stash of 5 strips of latinum, which raised his spirits. Watchful of the Ferengi, whose emotional state was not entirely one of cooperation, he popped the lid of the last container, containing scrap electrical equipment. Using some bits he found, he jury rigged the door, which slid open, then shut, open then shut, stuttering. When it opened, Troy put her duranium rod in the doorway to hold it open.

Briefly, the two debated their options: take over the ship, or escape.

The two armed themselves with more rods and explored the hallway, ignoring several doors and instead using a turbolift at the end of the hall. Up one level, onto the engineering deck where two Pakleds were attending to computers that monitored the warp core. Blarg crept up on one, clonking him on the head with the rod and sending him to dreamland. The other spun about, fumbling for his pocket phaser.

Troy ran up and restrained him, using a set of shackles that Blarg had saved, but not before he could shout for help. Two more Pakleds came through the door at the far end of engineering. Troy threatened to kill her prisoner if they didn't back off, so they stayed back. Blarg took a tiny pocket phaser from the prisoner's pocket.

Troy demanded to know where they were going. One of the Pakleds said they were en route to an Orion slave auction where the Troy and Blarg would be sold. Then the Pakled prisoner tried to make a run for an alarm switch to whack it with his elbow, but Blarg shot him just as he hit the button. There was a short firefight, Blarg hit one Pakled, rendering him unconscious. The second Pakled missed, and Blarg only grazed him, and he fled out the door. Then another, responding to the alarm, arrived via the turbolift, and fired at Troy. Troy made a brave charge, dodging the shots and smacking him in the wrists with her rod, disarming him. He fell back into the turbolift and the doors shut. Troy took his phaser.

Meanwhile, Blarg hacked into the computer system to transmit a Federation distress signal, for which Troy provided the frequency. He then found a map of the ship, revealing two escape pods and the layout of the rest of the ship. Deciding to run for the pods, Blarg set his phaser on overload and put it next to the warp core. 2 minutes to disaster.

They found the grazed Pakled through the doorway, which Troy stunned with her phaser. Through the next doorway they found the escape pod, which was sealed with a keypad. Up the hallway was the apparent captain who ordered two of his men to fire with primitive (but deadly) projectile weapons. Blarg dived back toward engineering, but Troy shot one, who dropped his weapon. The next round, Blarg tried the keypad but failed to open it. Troy shot the other, knocking him unconscious. The captain reached for his guard's weapon, while the two heroes fled through a door to the other side of the ship to the other pod. There they both tried the keypad, and Blarg succeeded to hack the code.

Launching into space, they looked through the window to see the warp nacelles pop and leak gasses from the reactor damage caused by the overloaded phaser. With her piloting prowess, Troy dodged a parting shot from the aft cannon of the now nearly crippled Pakled ship, which was slowly, ever slowly, turning about to pursue them.

The escape pod was old and the electronics in a really bad state of repair. Troy tried to send a distress call, but failed to wire it correctly. Blarg tried his hand at it, and failed as well. The Pakled ship began to come about and pursue, beams streaking from its cannons but just out of range. However, the initial distress call sent paid off, as a federation ship arrived, blasting holes in the Pakled ship with its phasers and locking a tractor beam on the pod.

Rescued!

Sunday, February 16, 2014

Review of Out of the Pit

I just received a copy of Out Of the Pit (1985 edition) from a UK books distributor. Its a delightful 128 page bestiary of Fighting Fantasy creatures with stats, descriptions and lovely black and white illustrations for each creature. There's maps of Allansia and Kakhabad. And there are a few full color fantasy illustrations in the middle of the book. There are random encounter tables, and there's a simple treasure generation table near the back of the book which may be sufficient in a pinch, but I suggest creating your own.

Statistics in Fighting Fantasy are quite simple: Skill and Stamina are the primary values. Also listed are the habitat they're typically found, the number encountered, Type (undead, humanoid, animal, other), Reaction (ranging from friendly to hostile) and Intelligence (high, average, low, none). All these are guidelines and the GM is encouraged to vary the statistics as needed.

What truly gives substance to the creatures are the descriptions of the creatures' various habits, abilities and tactics. When GMing a campaign, as opposed to playing a game book, the encounters need to be dynamic or they'll be a boring slugfest, and this book delivers on that need. Little creatures like Grannits (SK 4 ST 3) that one might easily crush in simple combat become menacing because their hides are indistinguishable (that word exactly) from the rocks in their environment and get a free first hit when they choose to attack. Imaging getting bit, falling back and landing in more that crawl all over you. Nip nip nip, the wizard panics and throws a fireball, blasting everyone. The goblin in the party dines on roasted Grannit.

The creatures are written for Fighting Fantasy: The Introductory Role Playing Game. As such, creature abilities are narrative (such as the aforementioned Grannit), involve tests of Luck or Skill by the Player Characters, or are an odds in 6 chance of succeeding. For example, Black Elves will hit with their bows 4/6 of the time, a test of Luck is required to dodge Gold Dragon breath, and a bite by a Cockatrice calls for a 2d6 roll on a table for the fate of the victim (Death, partial paralysis and skill loss, or nothing).

Not all the rules for different creatures can be readily plugged into your current FF or AFF campaign. For example, an Iron-Eater, a blob that drops from the ceiling and eats your metal armor, will causes a 1 Skill point loss for each item eaten. If you assume the players are equipped with armor from the beginning, then this diminished combat Skill may make sense. However if you don't have armor function as a boost to combat Skill, then you need to remember to rule a different consequence for the loss of a piece of armor.

This book is an excellent source of creatures for your FF or AFF campaign or to be adapted to use in any other game system. I recommend picking up a copy if you're a FF enthusiast or want a bestiary for your game system.

Wednesday, February 5, 2014

More Rules Revisions and Simplifying Battle

I've finished my tinkering with the AFF combat system.  Here's what I'm going with at my next game:

All 1 handed weapons do 2 damage.  Two-handed heavy weapons do 4.   If non-weapons are used as weapons, I'll improvise their damage as needed.  Monster attacks, if they're basic FF monsters from the old version of Out of the Pit, will do the damage described.  
Armor has a per-encounter damage soak.  Light armor soaks 2, Medium soaks 4, Heavy soaks 6.

A shield will soak 2 per encounter.  This is when the shield is used passively.  If the character decides to take a purely defensive action, it will give a bonus to the contested die roll.  Not sure about other gear like helms, gauntlets, etc.

Armor skill will be similar to AFF.  Leather needs 1, Chain 2, Plate 3 (maybe 4).  Any deficiency in Armor Skill will penalize actions taken while wearing it.

For extended encounters, I will "reset" armor from time to time so they can take more hits. 

Players can burn their Luck without rolling to boost damage or die rolls. 

I'm still torn about character generation.  If they want to port their characters from Dungeon World, then that's ready to go.   

If they want new characters, I'm not sure whether to use the die roll system near the back of the AFF2 book:  Start with: SK 3 ST 3 LK 5 MG 0 and roll 4 dice, adding one die to any stat, and up to 2 dice to Stamina.  

Or do I use the old system from AFF1: D6+6 for SK and LK, 2D6+12 for Stamina.  If I use the old system, then Special Skill points will be given inversely to the quality of the Skill stat.  ((12 - SKILL) * 2)  + 6.  And then for each Special Skill you put into Magic, it deducts one point from base Skill.  Your total Magic Stat then is SKILL + Magic Special Skill.  

I don't like making hugely powerful characters at level 1.  12 Skill in the FF books was fine, because the vast majority of the time it was combat skill.  A 12 Skill now means you're a superhero.  If you're a superhero, why are you adventuring?



Tuesday, February 4, 2014

Encounter: Swamp Witch

The Swamp Witch

In a hot, thick, foggy swamp resides this witch to whom the local swamp dwellers come for favors, medicinal aid, to get their fortunes told.  Moss grows on all sides of the exterior of her shack, and from the eaves hangs two hornet's nests with insects busily buzzing around.

Inside of this shack is the usual assortment of witch's equipment.  Through the smoke from the fireplace  or incense one can see flasks of potions and powders, a few books on a shelf, assorted dried ingredients for spells.

The witch will cast one of many beneficial spells or cantrips, or produce potions, for a price. Perhaps she needs the party to fetch some spell components from a dangerous area, such blood-flowers that grow in a cemetery haunted by ghouls and zombies or even worse things.  

Anyone attacking the witch will be set upon by the hornets in the two nests outside.  The hornets will cause 1 stamina damage per round and put the offender at -2 to all actions until he escapes.  The witch will use her spells to help her escape, as she is not a strong fighter.

The Swamp Witch Stats

SKILL 5   STAMINA 14   MAGIC 10  MP 20

Suggested Spells

Cantrips: Attraction, Burn, Cool, Dry, Enhance, Inebriate, Instil, Mistake, Repulsion
Wizardry Spells: Befuddle, Flash!, Thunder, Weakness, Fog, Find, Weather Control

Sunday, January 26, 2014

NPC Encounter

I've been obsessing over "filler" encounters for some time and figured I'd start sharing them to get them off my mind. I hope you find them useful.

Wood Cutters


A logging crew working just off the road, felling trees. Roll 2d6 for their temperament. Low rolls are hostile or fearful, high rolls are especially helpful, near 7 are neutral.

The logging crews could be working for a sawmill, or felling trees for ship masts, firewood or getting logs for log houses. If undecided, roll d6:

1-2 Sawmill 3-4 Masts 5 firewood 6 building a log house

The crew consists of 6+2d6 men equipped with typical logging implements: axes, hatchets and huge two-man saws. The crew will have one or more teams of draft horses nearby to haul away the logs or will be awaiting a team to arrive to take the logs away. There also may be tents or pavilions and a pot of stew on a fire. There will be someone working a grinding wheel to sharpen implements, someone tending to the animals, someone on watch if the region is dangerous.

These men are hardy, used to working long hours and hauling heavy loads, but are not warriors. Some suggested stats: SKILL 6 STAMINA 8.


If you use minions in your campaign, then make most of them 1 hit minions.

Neutral or friendly loggers may be willing to trade food or services with the party. They may welcome a good bard or story teller in the evening in exchange for a meal and a bed.

Fearful or hostile loggers will encourage the party to move on. They may act violently if they feel threatened.

Plot hooks

The loggers may be harassed by some beast that picks off their horses or their workers.
They may be slaves to an evil baron or other power.
They may want to hire the PCs to escort the shipment of logs to their destination.