These are the simple quickstart rules that I proposed (as you can see, I plundered Slloyd14 ideas...):
This game will fuldamentally follow the Advanced Fighting Fantasy Quickstart rules (available for free here: http://www.arion-games.com/AFF/CB77000.pdf
If you don't know Advanced Fighting Fantasy Quickstart Rules, you'll see that it takes less than five minutes to be ready to play!
The setting will be in the Fighting Fantasy world of Titan( http://fightingfantasy.wikia.com/wiki/F ... _Titannica
), however, I won't necessarily strictly follow the canon and I'll introduce all the variations that I'll think suitable, in order surprise the players that know perfectly
the Fighting Fantasy saga. In general, I intend NOT to run published FF adventures or conversions from FF gamebooks, although occasionally I might do it.
The new characters will be young farmers or peasants: perhaps talented, but totally inexperienced of adventuring, so don't expect saving the world every other day: just saving your skin will be no minor success!
Requests to join!
Please send me a message with your proposed name, your roleplaying experience, your Fighting Fantasy experience and your character concept (please have a look at the rest of this post before finalizing your character concept).
Please notice that I'll expect at least two posts per week.
Please, if you can't post, contact me in advance for instruction on how to manage your character.
I will accept in this game 3-5 players, and if we'll have more than 5 requests to join, I'll set up a twin game to run in parallel and split the people between them.
Please note that I may allow some "lurker" in this game, in order to help me with their suggestions, as I am very inexperienced of game mastering on line.
Your basic scores are these:
You can add 6 points to them, divided as you like, just minding that LUCK score can not go over 11.
Please consider that a "typical" normal person (like you) usually has SKILL at around 5-6 and STAMINA approx at 6-8, but if you prefer concentrating all the points only on SKILL or STAMINA, I'll respect your choice.
You have also the MAGIC characteristic, that starts from zero and you will use only if you want to be a wizard or a priest.
Increasing MAGIC by one point will cost you two points, instead of one, like the other scores.
Being able to cast spells is a very costly gift!
Magic users should contact me directly for extra information, such as the single spell that they will know initially - I expect maximum one magic user in a group, as they are quite weak in the beginning.
Background, special skills and talents
You can be either a peasant or a farmer: feel free to choose as you like, however, this choice will reflect on your talents and special skills choice.
Special skills and talents are not very well described in the Quickstart guide, however, they are pretty self-explaining and usually they grant extra bonuses to your basic scores in particular situations. Weapon skills allow you to use that weapon without penalities for not being trained on it and having a weapon skill is highly recommended for all non-magic users.
Each starting character will have two special skills and a talent.
Talents available: Packhorse, Trapmaster, Crack Shot, Light Sleeper
Special skills available: axes, bows, knives, strength, dodge, climb, jump, swim, animal lore, fishing, hunting, religion lore, forest lore, farm lore, pick locks, sneaking
Talents available: Survivor, Armour, Strongarm, Attuned (only for magic users)
Special skills available: axes, bows, knives, pole arms, strength, dodge, ride, animal lore, bargain, evaluate, fishing, healing, farm lore, mapmaking, religion lore, crafting
Please feel free to ask information and clarification about any particular special skill or talent.
I would like to credit Slloyd14, from Arion forums, as I stole most of this homebrew level 0 character generation + skills stuff from him. Thanks, mate!
You are a peasant or a poor farmer, so you have your (more or less ragged) clothes and shoes, a blanket, a backpack and one weapon, depending on the weapon skill that you have chosen: it can be a hunting knife or bow, an axe for log cutting, a pitchfork, a staff or a scythe.
You also start with two meals in your backpack: some fruit, cheese, salami, dry bread and a full waterskin.
Unless you have the packhorse talent, you will be able to carry up to ten objects, including your armour, weapons and pocket of money (assuming that you will be able to eran some money in future...). However, depending on the size and weight of the objects, there will be some flexibility (or stiffness).
The people in your country has a polytheistic religion, with an extended pantheon of gods http://fightingfantasy.wikia.com/wiki/Celestial_Court
and they worship them all, depending on the situation and the problem they are facing but everyone has a "patron" god, that they especially worship.
Feel free to pick one of the "canon" gods, but if you prefer a "homebrew" one, I'm open for discussion.
This aspect will have even more significant implications for priests.
Although you should be careful not to pick too many fights, if you want to have a long life, there will be some for sure!
On these occasions, all players involved in the fight will declare thir intentions on each turn and, depending on their preferences, they will roll 2d6 with the Dice Roller or they will leave it to me.
At the end of each combat turn I'll post an update with the results of the actions, before moving to next turn.
Now you can insert all these details, plus your physical description in your Character Description and you're ready to go!