Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Saturday, August 16, 2014

Bryce, The Spirit of Plenty and Good Cheer

"I awoke to a commotion outside. As I rubbed my eyes, wondering the time, I could swear I heard the animals in the barn in an uproar. Dozens of voices, from cows, horses, ducks and geese, all babbling at the same time. Assuming there was a wolf or fox harassing the barn animals, I grabbed my pitch fork and lantern and went to investigate. As I left the house, I became aware that there was a rhythm to the noise, as though they all were singing. Was that a harmonica I heard? Was someone in my barn? I saw a dim, flickering from between the planks walling the barn. Approaching cautiously, I peered in the crack between the two, weathered doors to see a most amazing sight.

Suspended in the air about the barn were several will-o-the-wisps. The animals were gathered around a short, round bellied fellow that dipped a ladle into a cauldron, from which he produced a variety of victuals. For the horses and cows, what appeared to be cabbage or lettuces. For the ducks and geese, each a ladle-full of corn. He then retrieved from the cauldron what seemed a small bit of steak or ham, which an owl fluttered down and took from his fingers. A loaf of bread for a family of mice perched on a hay bail. A rat climbed up his leggings to his shoulder, and for it the fellow produced a bit of cheese which it carried down and ate next to the barn cat, who paid it no heed she sat, patiently awaiting her meal.

After giving out foodstuffs, the fat man set the ladle in the cauldron pulled a harmonica out of his pocket. He reclined against a bail of hay, and began to toot out a lively tune, to which the animals began to sway and stamp their feet. Was he bewitching my animals? My livelyhood? Was he going to steal my livestock? In a few moments the mice, having finished their meal, climbed aboard his paunch and--I could not believe it--stood on their hind legs, dancing in a circle. Joining forepaws they circled to the left, then the right, hopping to the jolly tune. I found myself bobbing my head, almost unable to resist joining in the catchy rhythm. And then I sneezed.

Abruptly, the music stopped, the animals were still, and the fat fellow removed the harmonica from his lips, and turned toward me, looking at me through the gap in the doors. He extended a pudgy finger and beckoned to me. I couldn't help myself. I let my pitchfork thump to the ground, and entered, seeing all the animals of the farm gathered around this fat man and his cauldron.


At once the bouncy tune began again, and the larger animals bobbed their heads, and the mice danced. From behind the milking stall came a raccoon rolling the milking pail, which he flipped over, and began to drum on the underside to the rhythm of the song. Enchanted, I too found myself hopping in gaiety about the room, round and round the fat man as he tooted on his harmonica, the will-o-wisps pulsing to the music...."


In the woodlands, there is rumor of a short, round bellied fellow with a gray beard known as Bryce. Descriptions vary from person to person, as indeed few get a chance to have a look at this creature. He's said to carry a magical iron cauldron, from which he can produce all kinds of edible goodness. Sometimes he is seen off the woodland trails, other times in barns, in orchards, in the fields. This person was Bryce, the spirit of plenty and celebration. Animals that normally would not get along, hunter and hunted, put aside their differences for the festivities.


PCs approaching with goodwill or gentle caution are spelled, and join in the festivities. It is said that even rampaging ogres and trolls are stilled, some even joining the meal. PCs may test luck if they desire to not join. Any approaching with violent intent must pass a Test of Luck or be entranced by his magic. During this time he will gather his cauldron and attempt escape from the aggressor. From his pot, Bryce will get for them their favorite meats, breads, soups, vegetables, anything their hearts (and their stomachs) desire. After food, drink and dancing the night away, the fat fellow will take his cauldron and disappear, in search of the next site to celebrate.


Anyone passing a test of luck and aggressively disturbing the party will find Bryce a fierce opponent. While not evil in nature, he will defend himself and those invited to his parties. In one hand his ladle serves as a club, and in the other he will grip the handle of his cauldron and thump enemies with it for 4 points of damage per hit. In addition, any creature at the celebration has a 2 in 6 chance to join in Bryce's defense, the rest have the spell of joy broken and returning to their normal proclivities. Bryce can summon magical flying lights for illumination as well as control them to confuse and blind his adversaries, allowing his escape.


Should his cauldron be taken, the thief will find it filled with 1d6 worth of provisions of his favorite food. The ladle can be used to draw 1 provision per day, per person using it, from the cauldron. Bryce will do everything in his power to get his cauldron back.



Bryce, The Spirit of Plenty and Good Cheer
SKILL: 10
STAMINA: 14
ATTACKS: 2


Magical Light
SKILL 8
STAMINA: 1
ATTACKS: 1 (special)
A successful attack will bewilder or confuse a sighted adversary, giving a -1 penalty to SKILL the following round.

Monday, May 26, 2014

Holiday Themed NPCs

Originally posted to Rpggeek.

Frost the Snow Demon

SKILL 10
STAMINA 20 (varies, see below)
ATTACKS 2
Intelligence: High
Reaction: Friendly at first, then Hostile
Armor: varies with size and thickness of figure
Weapon: Any

Frost is a demon attached to an enchanted hat which will animate any figure built of snow. He likes to inflict cold, frosty doom upon anyone he can get his hands on, especially children. He's been known to bury victims in snow, or throwing them into frozen lakes, or impaling them with icicles. Anyone who tries on his hat will become obsessed with building a snowman at the first opportunity (with all the typical accouterments) and placing the hat upon it. It will not be obvious to anyone but the wisest that there's something wrong with the hat.

Frost takes double damage from heat based attacks and spells but is resistant to cold. Frost can use additional snow to repair injuries. Removing the magic hat from his head will de-animate the snowy figure.

Frost's Stamina and Armor will vary with the size of the snow creature. If Frost will inevitably melt in the spring weather, he'll pick a place where his magical hat is likely to be found by some child to be used the following year.

Santa Claus
SKILL 9
MAGIC 9
STAMINA 20
ATTACKS 4
Armor: Light Monster Armor (Heavy coat and fat belly)
Intelligence: High
Reaction: Friendly

Santa Claus can gain Stamina from any number of provisions in a day. He knows Sorcery spells. Santa Claus carries a magic sack of gifts. He will give a gift to any well behaved character. He will not give a gift to any character who has behaved badly in this or the previous game session. Such as: Killing a surrendered or defenseless creature, stealing, telling lies to cover up evil. To such persons he will give a small pouch of coal.

Santa will attempt to strike any attacker with a large chunk of coal. Anyone hit by the coal will be cursed with intense shame and take -2 Penalty to all actions. May test Luck each hour to remove the curse or wait 24 hours for the curse to be lifted.

Santa is loathe to hurt anyone and will use his knowledge of sorcery for defense, escape, and to help deliver gifts. Santa can use the spell GOB to summon a small elfish servant (rather than a goblin).

If Santa's Sack is stolen, it will contain 1d6 random items (spoons, socks,chalk and slate, wooden toys, etc), 1d6 items useful for adventurers, 1d6 magical items, and luxury gifts worth 1d6 x 100 gold pieces.

Saturday, September 21, 2013

AFF Armor Soak Statistics


Average Damage Soak of Armor Types


In Advanced Fighting Fantasy


This data compilation is public domain








Odds of armor
Armor Avg 1-6 Avg 1-7 soaking any dmg X/6
Leather Cuirass 0.33 0.57 2
Leather Hauberk 0.83 1.00 5
Chain Cuirass 0.83 1.14 3
Chain Hauberk 1.50 1.71 5
Breast Plate 1.00 1.43 3
Plate Armor 2.00 2.29 6




Monster Light 0.50 0.71 3
Monster Med 1.00 1.29 4
Monster Hvy 1.83 2.14 5




Sm Shield Special: +1 to total soak
2
Lg Shield Special: +1 to total soak
3
















Dodge 1 0.17 0.43 1
Dodge 2 0.33 0.57 2
Dodge 3 0.67 1.00 3
Dodge 4 1.00 1.29 4
Dodge 5 1.50 1.86 5
Dodge 6 2.00 2.43 5

AFF Weapon Damage Statistics


AFF Weapon Statistics



This Compilation of Data is public domain







Weapon Avg Dmg 1-6 Avg Dmg 7+ Most Weapon Notes



Common
Great Sword 3.50 3.86 3,4 2h
Battle Axe 3.33 3.57 3 2h
Pole Arm 3.17 3.43 3 2h
Crossbow 3.00 3.29 2,3,4 2h missile
Long Bow 3.00 3.29 3 2h missile
Javelin 3.00 3.29 3 missile
Lance 3.00 3.29 3,4
Sword 3.00 3.29 3
Spear 2.83 3.14 3
Mace 2.83 3.00 3
War Hammer 2.83 3.00 3
Morning Star 2.67 3.00 2,4 -2 Attack total
Hand Axe 2.50 2.71 2,3
Quarter Staff 2.50 2.71 3 2h
Short Bow 2.33 2.57 3 2h missile
Short Sword 2.33 2.57 3
Club 2.17 2.43 2
Sling 1.83 2.14 2 missile
Dagger 1.67 1.86 2
Throwing Dagger 1.50 1.71 1,2 missile





Improvised 1.50 1.71 1,2
Unarmed Human 1.17 1.43 1
Unarmed Large 2.50 2.86 2
Bite/Claw Small 2.67 2.86 3
Bite/Class Med 3.17 3.43 3
Bite/Claw Large 4.17 4.57 3,4

Sunday, September 15, 2013

Converting Dungeon World To Advanced Fighting Fantasy


This is a conversion of Dungeon World characters to Advanced Fighting Fantasy.

I use the male pronoun throughout this document for simplicity.  I use the abbreviations DW for Dungeon World, FF for Fighting Fantasy, and AFF for Advanced Fighting Fantasy.  I use shorthand SK for SKILL, LK for LUCK, MG for MAGIC and STA for STAMINA, MP for Magic Points.

I encourage you to think for yourself and disregard anything that doesn't suit your tastes.

The purpose of this document is to convert existing DW characters to AFF.  Once that characters die or retire, build characters according to the basic AFF rules.  I created this document in case anyone else felt like changing game systems while retaining their characters.  I've never heard of anyone quitting Dungeon World for Fighting Fantasy.  I suspect I'm the only one.  In any case, I hope you find this document interesting, even if it is not useful to you.

A bit on dice probability (for the uninitiated):  Rolling 2d6 results in a bell curve of results.  7 being the most common, then 6 and 8 together, then 5 and 9 together, 4 and 10, 3 and 11, 2 and 12.  In the game Dungeon World, success is achieved on a 2d6 roll by rolling 7 or higher (58% probability).  This means most attempts by the characters to do anything tend to succeed.  I tried to emulate that as much as possible here.

In Dungeon World, there are 6 stats that affected the ability to do any task.  The pregenerated stats gave a +2, two +1's, two Zeroes, and one -1 assigned to Strength, Dexterity, Consitution, Intelligence, Wisdom and Charisma.  Many (but not all) players would put the +2 in the stat that affects the character's primary function.  For example, a fighter would put +2 in Strength because it affects Melee and Bend Bars/Lift Gates.  Thus a fighter with +2 to strenth, rolling a 5, would get a 7, a success.

Keeping with the spirit of that game, I did my best to ensure that each class below has the same probability of success with that class's primary function.  so the Fighter has a SKILL of 7 and two points in Weapon and Strength.  The Wizard has MAGIC 7 and 2 points in Magic-Wizardry.  The odds of success parallel that of Dungeon World.  A dice roll of 9 occurs as often as a 5, and so the odds of success with the two point bonus are the same. The only difference is that DW is a roll-over system and Fighting Fantasy is a roll-under system.

Unfortunately, due to the nature of character building in AFF, the Wizard will have low SKILL, so playing an eccentric Wizard that likes to fight and do physical stunts is less practical.  With 2 points added to a few chosen skills, his total SKILL + special skills would be a 6, which isn't horrible.

Deviating from normal starting AFF characters, I gave each converted class multiple starting Talents to further emphasize their specialization.

On Hitpoints:  In Dungeon World, hitpoints varied based on class and the Constitution Score.  Generally speaking, the Fighter and Paladin usually had the highest; followed by Ranger; then Druid, Cleric, Bard and Thief; and lastly the Wizard.  If we translate that hierarchy to this game.  The Wizard would have 8 or 10.  Druid, Cleric, Bard and Thief 10 or 12, Ranger 12 or 14, and Fighter and Paladin 14 or 16.

The only characters I broke the special skill point cap for are the Fighter and Paladin so they can wear any armor without penality as in Dungeon World.

*Fighter*

SK 7, LK 9, MG 0, STA 16
Talents:
 Armor Training
 Weapon Master
 StrongArm

Skills:
 Primary Weapon: 2
 Armor: 4
 Strength: 2
 4 points left for any other skills

Other:
 Starts with a Magic Weapon giving +1 to Attack, Damage, or Other special effect.

Comments:
 Armor maxed out to give full flexibility in choosing armor as in DW.

*Paladin*

SK 7, LK 8, MG 2, ST 14
Talents:
 Armor Training
 Strongarm
 Holy or Blessed

Deity: Any. I Suggest Libra, Goddess of Justice and Truth

Skills:
 Armor: 4
 Primary Weapon: 2
 Magic, Priestly: 2
 Healing: 1
 Law: 1
 2 points left

Other:
 None.

Comments:
 Basically a fighter with a deity.  Very customizable.
 Armor maxed out to give full flexiblity in choosing armor as in DW.
 Suggest two points for Etiquette or Con to use the "I Am the Law" skill from Dungeon World or just role-play the moral and political influence of the Paladin.  In my game, the player character is part of a ruthless Paladin order that is either feared, or hated, and only occasionally appreciated.  So the role-play option will work well.  On a successful roll, anyone that recognizes his Order will attack, flee, or submit.

*Cleric*

SK 7 LK 8 MG 4 STA 10
Talents:
 Holy
 Blessed
 Natural Physician

Any Deity, but only Usrel has the Banish spell.

Skills:
 Magic, Priestly: 2
 10 points left

Other:
 none.

Comments:
 I suggest putting 2 points into healing special skill if you want your cleric to be a medic.  Most deities give a Heal spell, but it's usable only 2x per day with the Blessed talent or 3x if you want to burn a luck point.

 To Turn Undead, you either need to choose Usrel as this Cleric's deity to get the Banish spell, or create a new deity that has Heal, Banish, and any two other priest spells that are similar to Dungeon World cleric spells.

 The DW Cleric has cantrips, so I also suggest putting points into Minor Magic to give the priest some cantrips such as Ripen or Glimmer, and treat them as priest spells usable once per day.

*Bard*

SK 7 LK 8 MG 4 STA 10 MP 12

Talents:
 Focus (see comments)
 Silvertongued
 Natural Linguist

Skills:
 Magic, Wizardry: 2
 Magic, Minor: 1
 Etiquette: 2
 Weapon of choice: 1
 World Lore: 2
 4 points remaining
Other:
 Cantrips: Entertain, Noise, any other (perhaps Weather Protection or Pied Piper)
 Spells: Whatever you want.
Comments:

 The Focus talent is meant for his instrument.  You can just role play the fact that the Bard sings his spells.  The fact that his MAGIC score is lower than your typical Wizard means his songs can serve (in role playing terms) as Spell Prep and give +1 per round of prep per the standard spell prep rules.


*Wizard*

SK 4 LK 9 MG 7 ST 8

Talents:
 Natural Mage
 Learned
 Arcane

Skills:
 Magic, Wizardry: 2
 Magic, Minor: 1
 *Magic, Arcane: 1 or 2
 7 to 9 points left

Other:

Comments:
 I suggest putting skill points into knowledge skills as the DW Wizard would often use his superior Intelligence to "Spout Lore" on the world about him to help the party.  However there's nothing that says you can't put some points into weapons if you really want to be a fighting wizard.
 The DW Wizard has three cantrips, so I suggest picking at least three cantrips.

 *There are rules for ritual magic in AFF but they're for very high level casters.  To make rituals available to lower level characters,  I suggest allowing the character to buy the Magic-Arcane special skill at any time.

*Druid*
SK 7, LK 8, MG 4, STA 10
Talents:
 Survivor
 Animalfriend
 Blessed

Beast Lords deity, with associated priest spells

Skills:
 Magic, Priestly: 2
 Animal Lore: 2
 Wilderness Lore (choose forest, mountain, swamp, etc):2
 Secret Signs, Ranger: 1
 Awareness: 2
 3 points left

Other:
 none

 His special priest power is to talk freely to creatures of the type he serves (akin to DW Spirit Tongue).

 The DW Trait "Born of the Soil" has no equivalent in AFF.  Just roleplay that the druid has to bear a physical mark of the land he's attuned to (antlers, leopard spots, cat whiskers, leafy hair, etc)

 The only priest spell for this class affected by the MAGIC stat is Heal.  If you don't want a healing druid, reduce MAGIC to 1, and put the points into SKILL, LUCK and STAMINA.  Then reduce the special skill Magic-Priestly to 1.  So your final base build could be SK 7, LK 10, MG 1, STA 12.  Your Heal will be worth 2, but you'll have more flexibility in doing other things.  Don't overlook the possible benefits however of healing a wounded animal in distress.

 This druid is more limited in shape shifting than the Dungeon World druid: only 2x per day without burning luck.  However, there's no time limit for shifting back.

 The Survivor talent is close enough never having to eat, which I thought was a a bit ridiculous in DW anyways.

*Thief*

SK 7 LK 11 MG 0 STA 12
Talents:
 Trapmaster
 Lucky
 Light Sleeper or Ambidextrous

Skills:
 12 points remaining (see comments)

Other:
 none

Comments:
 The Ambidextrous talent would be useful for ambush/backstab attacks.  As for special skills, Put 2 points each into your favorite thief skills and go from there.
 Suggested rules for new skill "Crafting-Poison":  A poisoner can craft a dose of any poison he's familiar with, provided he has the materials and equipment.  Time depends on the nature of the poison.  Simple poisons that do not kill outright, such as sleepiness, clumsiness, minor damage, minor hallucinations, etc: One dose per one hour of work.  Instant death: 12 hours per dose.  A skill check failure ruins the dose of poison.  A critical success creates two doses, a twice potent dose, or half the creation time.

*Ranger*

SK 7 LK 9 MG 0 STA 14

Talents:
 Familiar
 Survivor
 Crack Shot

Skills:
Bows: 2
Forest Lore: 2
Animal Lore: 2
Awareness: 2
4 points remaining

Other:
 none

Comments:
 There are many ways to build this one.  I don't know whether Awareness or Hunting is the appropriate skill for tracking.
 You could also lower STAMINA and boost LUCK, if you wanted to.  What really defines the Ranger is the Tracking, Archery, and the Familiar.
 To do a Called Shot on an unaware target, test SKILL + Bows.