User:Tashiro

From FFa2Wiki

Jump to: navigation, search

Contents

FFaDRPG (FurryFaire Diceless)

A character begins with 10 Build Points. These points are used to construct the character. A character gains one Build Point after the first week of play, then gains an additional one every number of months equal to the number of Build Points that have been earned by time. Taking part in a TP provides one Build Point.

Attributes

A character begins with four attribute groups and two attributes per group. All attributes begin at 0 (mundane). Each build point added to a group increases one attribute within the group. Attributes can be diminished for additional build points. Accepting a –1 in an attribute allows the other attribute to be increased by +1. An attribute can not go below –2. If desires, taking penalties within a group will allow additional build points. For every –2 that a character has in an attribute, they may gain one build point to use elsewhere (in other words, it is more cost effective to increase an attribute inside the same group, but it is not necessary).

Ranks

  • –2 BP (Helpless): the character is completely helpless with this attribute. It is very likely the character is incapable of success in tasks involving this attribute.
  • –1 BP (Weak): the character is weak in this attribute. The chance of the character succeeding in a challenge using this attribute is low.
  • 0 (Average): the character is normal with this attribute. The chance of success is not bad on average tasks, and harder tasks have a chance of success.
  • 1+ (Above Average): the character is exceptional with this attribute. The chance of success on average tasks is very good, and harder tasks have a decent chance of success.

Attributes of 1 or higher are scaled in a matter of degrees. A character with an Attribute of 1 is exceptional. A character with an attribute of 10 is also exceptional, though the difference between the two may be minimal. A character does not have “super human” attributes just from having attributes high. That takes more impressive measures (see powers).

The Attribute Groups

  • Acuity (Presence, Resolve)
A character’s acuity is their mental prowess, both in their ability to interact and impose their will on others, and their ability to resist having another’s will imposed upon them. Presence is the character’s ability to interact with others, and to have others respond to the character. Resolve is the character’s ability to resist influence and manipulation by another.
  • Might (Prowess, Strength)
A character’s might is used to determine the character’s physical capabilities, including raw shows of power and acts of finesse. Prowess is the character’s ability to perform acts of agility and coordination, showing control and dexterity. Strength is the character’s power and might, indicating raw strength and the ability to use that strength effectively.
  • Tenacity (Endurance, Health)
A character’s tenacity is their physical and mental endurance. It is the ability to endure hardships and to recover from damage. Endurance determines how long a character can act before fatigue hinders them, while Health is used to shake off disease, poisons, and other afflictions which can weaken the body.
  • Intuition (Creativity, Empathy)
A character’s intuition represents their ability to understand and perceive the world around them. It grants the character a connection to the world at large, and guides the character’s spirituality. Creativity determines the character’s ability to create works, understand art, and to be open to new ideas and concepts. Empathy determines the character’s ability to connect to the world as a whole, whether it is to understand others or to sense the world of the unseen.

Skills

All skills cost one build point each. A character is presumed to be at 0 in any skill not taken, representing the most basic understanding of the skill if the character had not been specifically trained in it. A character can take a penalty in a skill up to –2, allowing the character to add build points to other skills. A character can not spend these points anywhere else, and a skill can not go higher than +2.

Ranks

  • –2 BP (Incapable): the character is completely helpless when it comes to this skill, and is more likely to make things worse when using it than they are in accomplishing anything.
  • –1 BP (Poor): the character is poorly skilled, and is likely to fail when attempting to perform any action using this skill.
  • 0 (Average): the character knows the very basics of the skill, and has a chance of actually accomplishing some action using this skill. The character is not actually trained however.
  • +1 (Trained): the character is trained in the skill and has an excellent chance of success on most routine activities, and a better than average chance with difficult actions.
  • +2 (Mastered): the character is mastered in the skill, and has an incredible chance of success on most routine activities, and a very good chance with difficult actions.

The Skill List

Alertness, Animal Ken, Artisan, Athletics, Combat, Craft, Driver, Education, Leadership, Linguistics, Mysticism, Society, Subterfuge, Survival

  • Alertness
The Hero is particularly alert to the environment and circumstances. Examples include: Clues, Investigation, Research, Search, Sixth Sense, or a Specific Sense
  • Animal Ken
The Hero knows how to understand, handle, and control animals. Examples include: Heal, Ride (Animal), Track, Train
  • Artisan
The Hero is an artist or performer, and can influence and sway crowds with their creative talents. Examples include: Acrobatics, Carve, Dance, Juggle, Orate, Paint, Poetry, Sculpt, Sing
  • Athletics
The Hero is a skilled athlete, capable of incredible feats of physical prowess. Examples include: Acrobatics, Carry, Climb, Dodge, Endure, Jump, Lift, Run, Swim, Throw
  • Combat
The Hero is a skilled warrior, trained in the use of weapons and tactical combat. Examples include: Bows, Clubs, Crossbows, Daggers, Firearms, Siege Engines, Spears, Staves, Swords, Unarmed, War Craft
  • Craft
The Hero is a craftsman, skilled in the crafting and repair of tools and equipment. Examples include: Black Smith, Carpenter, Copper Smith, Engineer, Jeweller, Tanner, Weaver
  • Driver
The Hero is capable of steering vehicles and navigating. Examples include: Air Ship, Chariot, Carriage, Boat, Glider, Ship, Wagon
  • Education
The Hero has a formal education or has received training. Examples include: Demon Lore, Divine Lore, Faerie Lore, Herbalism, History, Medicine, Religion
  • Leadership
The Hero is skilled at interacting on a personal level, showing empathy for others as well as strong personal skills. Examples include: Bluff, Cold Read, Command, Fast Talk, Negotiate, Personal Integrity, Seduce, Sympathy
  • Linguistics
The Hero is skilled in languages. Taking this Skill grants the Hero two additional language slots which can be used for learning to speak or read. This skill allows multiple specialties, each in a different language. It is presumed that the character can not read a language unless it is taken specifically for reading (Drachen, Spoken vs Drachen, Written).
  • Mysticism
The Hero has studied occult practices, gaining insight into the mystical workings of the world. Examples include: Alchemy, Astronomy, Occultism, Meditation
  • Society
The Hero is adept at mingling with society, blending into different cultures and making friends or influencing social dynamics. Examples include: Business, Criminal, Diplomat, Socialite, Streetwise
  • Subterfuge
The Hero is adept at concealing their true motives and practice skills of questionable legality. Examples include: Deception, Disguise, Larceny, Mimicry, Stealth
  • Survival
The Hero has trained to survive out in the wilderness, honing their skills of preservation. Examples include: Foraging, Navigation, Specific Nation (Drachen, Shire Lands, etc), Specific Terrain (Forest, Mountain, etc), Tracking, Traps�

A character may take a specialty in a skill. This costs one build point. The specialty is considered to be at +2 over the normal skill rank, indicating higher competence within that narrow field. Each skill is only allowed one specialty.

Fortune

A character has a Fortune. Fortune is determined by how many build points over the limit the character has spent, or by how many build points the character has stored for later. A character can have up to –10 Fortune, representing the most horrendous bad luck, but granting the character up to 10 more build points to spend, or can store unspent build points in Fortune, granting better luck overall.

Challenge Resolution

When a character has a chance of failure on an action, they engage in a Challenge. A challenge can be done against another character, or it can be done in response to an action the character is performing in a scene. When a challenge is performed, the character takes their attribute, skill, and fortune modifier (see below), and adds 10 to it. This determines the die used – a random number from 1 to the total value offered. If the character is acting against another character, both sides roll. If the character is acting on the environment, the person running the scene sets the difficulty based on the action performed. The highest total wins.

Fortune Modifier

A character’s Fortune modifies the chance of success or failure. For every five full points higher or lower than 0 the character has, they suffer a +2 or –2 to their value for the roll. Fortune Modifiers affect all rolls the character ever makes.

Environmental

A character may not be opposed by anyone specific. If so, the character simply makes a roll and compares it to a static difficulty. The difficulty is determined by how hard the task would be: 0 (Trivial), 5 (Average), 10 (Hard), 20 (Very Hard), or 25 (Impossible).

Example:

A character with Prowess +2, Athletics +2, and Fortune –2 is engaged in a lifting contest. The weight is reasonably heavy, making this a Hard task. The character has a value of 14 (10 + 2 + 2), which means a random number is rolled between 1 and 14. If the result is 10 or higher, the character succeeds.

Roleplay

The catch to all this is that the player never sees the roll. Rather than giving a fixed number, the player is given a simple response by the dice system to let them know how well they did, either against the difficulty, or against the opponent. On a difficulty, the player knows the difficulty, but against an opponent, the player will have no idea what they are up against unless they try. Instead, the area is given an indication of how well things have gone. Only one check is ever made in a conflict unless the circumstances of the conflict change significantly. Thus, if two people engage one another with weapons (Prowess + Combat), and one person succeeds, that is the result for the entire fight unless the nature of the combat changes. If the characters switch to a different form of conflict, say, one unleashes a spell at the other (Creativity + Occult) and then returns to weapon combat, it does not matter – the results of weapon combat has already been determined. What is rolled, and how it is resisted, is determined by the two players. If a character poses casting a spell, and the other person poses attacking with his weapon, then it becomes (Creativity + Occult) versus (Prowess + Combat). Perhaps the sword fighter is faster than the spell caster, perhaps not.

Degrees of Success

  • Failed by 10 or more: spectacular failure. The character is humiliated in their attempt to perform the action, or is completely outclassed without question. The result is immediate, and obvious.
  • Failed by 5 or more: significant failure. The character fails in the action, though the failure does not have to be immediate. The result is noticeable when it occurs, however.
  • Failed by less than 5: failure. The character fails in the action, but not in a way that has to draw attention to the character. The result has been determined, but it may be a little while before it happens.
  • Success by less than 5: success. The character succeeds in the action, though it is not particularly noteworthy. The result has been determined, but it may be a little while before it happens.
  • Success by 5 or more: significant success. The character succeeds in the action, though the success does not have to be immediate. The result is noticeable when it occurs, however.
  • Success by 10 or more: spectacular success. The character is glorious in their attempt to perform the action, or completely outclasses without question. The result is immediate, and obvious.

Once the conflict has been determined, those involves can roleplay out the conflict as normal, using the results to help paint the scene. Both people involved suffer a –1 penalty in all attributes used for the conflict. The loser suffers an additional –1 to Tenacity for each roll made and lost during the conflict, choosing which attribute suffers. Attributes may not go lower than –2. If an attribute would, all further points are taken from Fortune. If Fortune is reduced to below –10, the character is rendered helpless and defenceless.

The End

Once a character has been rendered helpless and defenceless, they are vulnerable to the whims of anyone around them. Any character can, at any time, have the victim removed. This can be as simple as slaying the character outright, or it can be having the character imprisoned for life in prison. In any event, the character can be removed if it seems appropriate. If it makes sense, this can be done before the character is rendered in such a state. Under most circumstances, this requires the player’s permission, but ICA=ICC may be invoked if necessary. Still, it should be presumed that under most circumstances, a character is allowed to escape with their life intact barring extraordinary measures. A character who loses a sword fight may be run through, but they can be left laying on the ground and bleeding out rather than finished off. A character in prison may find the means to escape, or be allowed to go, though such may take a little bit of time. Under most circumstances, a character should at worst be inconvenienced for a day, and no longer than a week.

Other Notes

To be fleshed out if this system is accepted:

  • All mundane races (animus, tauric, and so forth) are free. All supernatural bloodlines cost 1 build point. All true races cost four build points – paid if and when the character attains this ability.
  • Psionics cost two build points per field of study. Psionics is mostly narrative, though stronger effects will have an attribute or fortune cost when used. Actual major effects are added to the sheet as a power, and costs build points, whether this be a gift, or a psionic endowment.
  • A sorcery costs two build points per path taken. Magic is mostly narrative, though stronger effects will have an attribute or fortune cost applied when used. Actual major effects are added to the sheet as a power, and cost build points, whether this be a spell or a permanent enchantment.
  • Orders are mostly narrative, though provides the character access to abilities. Abilities are purchased using bonus points, and provide the character flexibility, but will usually not be adders to challenges.

Powers

A “power” is essentially anything attached to the sheet which modifies how the sheet functions. A character who has “incredible strength” may have a power which grants a +1 to +5 bonus on raw feats of exceptional strength. A character who is “attractive” may have a power which grants a +1 to +5 bonus to challenges involving seduction and enticement. Any bonus must be narrow, it should not govern all rolls involving an attribute or skill. In most cases, it is better to pick a specialty in the skill section and apply such powers to that.

Personal tools