From FFa2
Jump to: navigation, search

The Mechanics of FurryFaire

The Dice Roll

FurryFaire uses a d12 dice system for all die rolls. The most prominent die roll is the Skill Roll. Unless stated otherwise, all die rolls use the following system: (Attribute + Skill + Bonus) d12. Once the player has rolled all the dice, the player chooses a number of dice equal to the Attribute value rolled. Any die out of the ones chosen that rolled a 9 or higher count as a success. Any die that rolls a 12 is considered two successes. The character can never roll more than 10 dice, ever.

  Example: A character rolls to attack, using their Physical of 4, and Blades Skill of 3. 
  The character rolls 7d12. The dice rolled are 12, 9, 7, 7, 4, 3, 1. The character has a 
  Physical of 4, so the player chooses four dice to count for successes: 12, 9, 7, 7. The twelve 
  is worth two successes, and the 9 is worth one. The player rolled three successes.

The Difficulty

A Difficulty represents how hard it is for a character to perform an action. The higher the Difficulty, the harder it is for the character to succeed. The Difficulty of an action is subtracted from the number of dice that the player rolls to determine whether or not the character succeeds. A character is always capable of rolling at least one die.

More Than Ten

Characters may have more than 10 dice to roll. Since a character has a limit on how many dice they can roll, there are a variety of bonuses for the truly skilled:

  1. Decrease Difficulty: The dice which are normally removed from the character’s dice pool come from the excess dice before they come from the actual pool being rolled. Thus, if a character has 14 dice, and a Difficulty of 6, they are rolling 8 dice (which is beneath the 10-die limit).
  2. Additional Choices: If a character has more than 10 dice remaining after removing dice to absorb the Difficulty, the character removes dice one at a time, and increases the character’s effective Attribute by one, to a maximum of 10. This increases the amount of dice the character can choose from after the dice have been rolled.
  3. Additional Successes: If a character’s Attribute is effectively 10 and there are still more than 10 dice to be counted, the remainder become Additional Successes (see below). There is no limit on how many Additional Successes a character can have.
  Example: A character has an Attribute of 6 and a Skill of 7 and 8 Bonus Dice. This gives 
  an effective dice pool of 21d12.  6d12 + 7d12 + 8d12 = 21d12 (Roll 10, Count 6) The Difficulty  
  of the action the character wishes to perform is 5. This reduces the character to 16 dice (or 
  6 over the limit). 21d12 – 5d12 = 16d12 (Roll 10, Count 6) The character’s Attribute is 6, so  
  the character can spend four of their ‘overflow’ to raise the effective Attribute to 10,  
  leaving them with 12 dice (or 2 dice over the limit).  16d12 – 4d12 = 12d12 (Roll 10, Count 
  10) The last 2 dice become Additional Successes. Ultimately, the character is rolling 10d12, 
  counting all 10 dice, and gaining 2 Additional Successes. 12d12 – 2d12 = 10d12 (Roll 10, 
  Count 10, 2 Additional Successes)


There are two types of Successes that a character may gain over the course of the game. These are Additional Successes and Minimum Successes. Neither is essentially ‘better’ than the other, both types have their strengths and weaknesses, but Minimum Successes are the rarer of the two types found in the game.

Additional Successes

This form of Success essentially increases the value of each Success rolled by the character. For each Successes the character rolls, the character may count one Automatic Success the character has available for the roll. Thus, if a character rolls a 9 to 11, the character gains two Successes as long as they have enough Automatic Successes available, and each 12 rolled is worth four Successes. If the character rolls no Successes, the action is a simple failure.

Minimum Successes

This form of Successes exchanges the chance to be glorious for the certainty of success. The character counts how many Minimum Successes the roll will have and removes that many dice from the die pool. If this reduces the character’s die pool to zero, the character doesn’t roll (they do not get the 1 minimum die). The character rolls what die pool they have, and adds the Minimum Successes to the total number of Successes rolled. Additional Successes do not add to Minimum Successes, only to rolled Successes.

Essence Boost

For any roll the character makes except Initiative rolls, the character may spend 1 Essence to gain a +3d12 bonus to the die roll.

Types of Rolls

Opposed Roll

The character is directly rolling against another. The Difficulty is the appropriate Trait used to defend against the roll the character is making. For example, attacking an opponent with a sword would be Physical + Blades with a Difficulty equal to the opponent's Defence, while trying to fast-talk might be Social + Subterfuge against the opponent's Resolve.

Passive Roll

The character is performing an indirect action. This may be a roll involving a group the character is attempting to act against, or the nature of the opponent is unknown. The character rolls as normal, but the Base Difficulty is 0. The Successes are determined, and each person who would be affected by the roll subtracts their Trait from the results. If the character is reacting to someone's passive roll, rather than using a Trait to roll against, the person being passively rolled against would subtract the Successes of the character's roll from the Successes of their own roll. Passive Rolls are useful when the player should be unaware of the fact they have succeeded or failed in an action, such as trying to find a hidden opponent or trap.

Example: A character attempts to sneak into a building. This is a Passive Roll, and the character gathers Successes to use later. When a guard attempts to detect the character later, they also make Passive Rolls. If they get more Successes than the character, the character has been detected.

Results Roll

The character performs a task which requires results. This is usually done for rolls related to various tasks the character may wish to perform which do not have an opponent at any time. Usually, a Results Roll requires the character to set their own Difficulty, up to the character's Growth + 3. The effectiveness of a Results roll (called a Potency) is usually Difficulty + Successes.

Main | Combat