[Let's Play] Fighting Fantasy 57 - Magehunter

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SGamerz
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[Let's Play] Fighting Fantasy 57 - Magehunter

Post by SGamerz »

Image

Standard FF Boilerplate Rules:

Skill, Stamina, & Luck
SKILL score: Roll one die. Add 6 to the result.

STAMINA score: Roll two dice. Add 12 points to the result.

LUCK score: Roll one die. Add 6 to the result.

SKILL score reflects your expertise in combat, your ability with weapons, and your dexterity. STAMINA is your general constitution and "Life points" . LUCK score shows how lucky you are. None of them may exceed their Initial score unless specifically stated.

Eating a meal restores up to 4 points of STAMINA.

Testing your Luck: When instructed by the book to Test your Luck, roll two dice. If the result is equal to or less than your current LUCK score, you are Lucky. If the result exceeds your current LUCK score, you are Unlucky. Whatever the outcome, you must deduct one point from your current LUCK score every time you Test your Luck. The more you use your LUCK, the less likely you are to be Lucky.
Combat:
SKILL and STAMINA scores are given in the text for each adversary that you face.

The combat sequence is then:
1. Roll two dice for your opponent. Add the total rolled to its SKILL score. This is the Attack Strength of your enemy.
2. Roll two dice and add the total to your own current SKILL score. This is your Attack Strength.
3. If your Attack Strength is the higher, you have wounded your opponent: deduct 2 points from your opponent's STAMINA..
If your opponent's Attack Strength is higher, it has wounded you: deduct 2 points from your own STAMINA.
If both Attack Strengths are equal, you have avoided each other's blows.
4. Begin the next Combat Round, starting again at step 1. This procedure continues until either you or your opponent has a STAMINA score of zero. If your opponent's STAMINA score reaches zero, you have killed it and can continue with your adventure. If your own STAMINA score reaches zero, you are dead.

Often you will have to fight more than one opponent at a time. Sometimes you will treat them as a single opponent; at others, you will be able to fight them one at a time; and sometimes all of them will be able to attack you, while you defend yourself and may attack only one of them. Against any additional opponents you must roll for your Attack Strength as normal, but cannot damage them if you have the higher Attack Strength.

Using Luck in Combat

You can use your LUCK in combat to inflict a particularly serious wound, or to minimize a wound that has been inflicted on you.

Whenever you wound an opponent, you may Test your Luck. If you are Lucky, you have inflicted a severe wound: deduct an extra 2 points from your opponent's STAMINA. If you are Unlucky, you have merely grazed it, and you deduct 1 point less than normal from its STAMINA.

If you have been wounded, you can Test your Luck in exactly the same way. If you are Lucky, the wound upon you was only a glancing blow and you can deduct 1 less point of STAMINA than usual. If you are Unlucky, the wound is serious: deduct 1 extra point from your STAMINA.
All pretty familiar above. As in the last FF LP, I'm allowing the players to assign the dice numbers individually to each stat after rolling them up. We'll come to that after we get through the rest of the rules.

New Stuff for this book:

Companion:

There's a good chance that we'll have a companion for this book. Other than noting his stats down (SKILL and STAMINA), we would also need to keep track of his equipment. The book states that we would have free access to any items carried by our companion...but only as long as he's with us. Once we are separated from him, we lose access to those.

While we also keep track of his SKILL and STAMINA (the text here also mentions LUCK, but there's no section for that on the Adventure Sheet, so that's just an error), note that there're no explicit rules at the start that takes him into account during combats, so presumably any combat where he might be a factor will be stated only during those relevant sections.

Starting Equipment:

Being from a world outside Titan, our starting equipment is a little less conventional compared to the average generic Titan adventurer, and due to our profession, also more elaborate. We start with:

Clothing made of undyed cloth and leather (offers a bit of protection against magic and also weakens mages upon contact)
Broadsword for close combat
Flintlock Pistol + box of powder + 3 bullets (1 silver, 2 lead)
12 Mirrors
Compass needle
5 meals' worth of Provisions

EDIT: our starting cash is in the form of silver pieces, and we roll 1 die to determine how much we start with.

This Most Revered Treatise of Mage Hunting provided at the front of the book offers some explanation of why we're carrying some of those items:
Image
Here's the back cover blurb you probably already saw in the last LP thread:
"YOU are a Magehunter, tracking down evil-doers and bringing them to justice. Your trusty flintlock pistol and fine steel broadsword have seen many fights, and you have the knowledge, skill and equipment to capture the craftiest sorcerer. But disaster strikes. Magic drags you far from your familiar world, to a land of treasures, traps, and treachery. Strange tales and bizarre transformations must all be endured if you are to win through, defeat your enemy and return to your homeland."
And here's a further bit of background info provided in the first paragraph of the introduction text:
There are magehunters aplenty, men who have sworn to rid the lands of the foul practitioners of the evil arts. But you are The Magehunter, the best at your craft. Under the patronage of Margrave Mechtner, scourge of evil, you have brought countless sorcerers to justices - and to death by fire! Others may swear by their blessed relics and gimmicks, but you got to where you are today through talent alone.
And yes, as the background implies, ALL mages are deemed to be evil in the PC's homeworld. That is obviously not the case in Titan, which he is about to enter....

We're almost ready to start, but first let's determine our stats! Rolling 4 dice simultaneously.....

....we roll 5, 5, 5, and 2!

Normally, these are rolls we should be celebrating over, but this is one of the rare books where
having initial SKILL and STAMINA that are too high actually makes this book more difficult to win!
...so please be very careful in assigning your stats!

Please vote on stat assignation before we move on!

EDIT: Since I forgot to mention that our starting cash (silver pieces) is also determined by die roll, I decided to make our play potentially a little easier by rolling an additional die allowing players to assign 5 die rolls between stat and money!

Die roll = 2! That's useful if we get to assign that as stat too!

So now assign these values (5, 5, 5, 2, 2) to SKILL, STAMINA (2 numbers), LUCK and Money!
Last edited by SGamerz on Wed Sep 30, 2020 4:35 am, edited 1 time in total.
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Post by Omegonthesane »

Skill 2, Stamina 2+5, Luck 5, Money 5 given your warning about how being too actually good at doing things or taking hits can fuck us in this book.
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Post by Thaluikhain »

I'd agree with that.

I've got this book, though not quite played it through, is there a rule or etiquette for voting on actions when you know the outcome?

Mostly remember the very unusual way of handling companions in this, and lots of little stuff which seemed cool at the time.
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Post by pragma »

Yeah, I agree too based on SGamerz many hints. Would have gone the other way usually.
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Post by JourneymanN00b »

Ooh, ooh, ooh, I want in on this one, as that particular book was the source of a lot of frustration in my Fighting Fantasy excursions.

I assign one of the 2 values to SKILL, the other 2 value and a 5 to STAMINA, and a 5 value each to LUCK and Money.

This will give our character 8 SKILL, 19 STAMINA, 11 LUCK, and 5 Money. I also vote to name this character Abraham Van Helsing.

Oh, and based on memory, I vote to head to the dungeons when the story begins and shit hits the fan, as polite guys always get the huge shaft in stories like this.
Last edited by JourneymanN00b on Thu Oct 01, 2020 4:46 am, edited 1 time in total.
SGamerz
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Post by SGamerz »

Thaluikhain wrote:is there a rule or etiquette for voting on actions when you know the outcome?
I'm not setting any hard rules, and I'd certainly still count the votes from these players, but in these situations myself I try to push for what I know to be the better option without revealing the meta-game spoiler. If you can think of a good argument to support your vote outside of such spoilers, please use them. Failing that, please put your text in spoiler tags so that players who don't want to be influenced by meta-game votes can choose not to see them. That was mostly what I did myself in the Green Blood LP thread.

Anyway, on with the Background:
The chase nears its end. Your quarry is desperate. You hope that no more innocents will be sacrificed in his attempts to escape justice. Your lungs are bursting, but you run along the earth track as fast you can, praying that in the gloomy twilight you will not be tripped by a stray root. Then, silhouetted in the gate of the cemetery, you see your enemy, Mencius. He leans on one of the pillars for support, his cloak flapping in the night breeze like a giant black carrion bird. His head turns and he sees you - and an unearthly screech rends the air. He casts around like a cornered fox, but you have fenced him in with your circle of mirrors. He has nowhere to go but the cemetery in which the body of his mother lies. Here his sorcerous power is crippled and he knows it. He flaps his arms in a last attempt to fly and manages to rise a metre off the ground before a silver bullet from your pistol brings him crashing to earth.

Panting hard, you cover the last fifty metres to where Mencius sprawls. He raises a contemptuous face to you. "I curse you to the end of eternity," he snarls. "And I will have my revenge." You have heard many such threats before, and you're still alive, so you waste no time in replying but bind him quickly with your rope made of human hair. If you can return him to the Margrave's castle before dawn, he can be destroyed on the morrow.

Fate is not with you, however. On the return journey, your horse stumbles and Mencius, bound and slung across the saddle, cackles malevolently. Surely his magic could not have caused the upset, but you are unnerved nevertheless. Your horse is lame, and you have to lead it the rest of the way.

When you arrive at the castle it is nearly mid-day. Worse tidings await you: Metchner, the old Margrave who sponsored your cause and lent his considerable power to the hunt for wizards, died in the night. Your arrival is hardly noticed and amid the funeral preparations, and you cannot be sure that your urgent instructions to the guards leading Mencius down to the dungeon will be followed properly.

As a bondsman of the Margrave you must attend his successor, the feckless young Reinhardt, at the funeral rites. After your success in bringing Mencius to justice, it promises to be a dispiriting day.

Now turn to paragraph 1.
Curiously, the tactic of using mirrors to "fence wizards in" isn't mentioned in the Most Revered Treatise of Mage Hunting, although this explains why we start with 12 Mirrors in our possession. The Treatise also makes no mention of trapping a mage in his mother's cemetery to weaken his powers, but I guess it's not something we can make use of after we get transported to Titan....

One of Paul Mason's many trademarks in his books are his love of using/making references to Chinese or Japanese-style names and cultures in his setting and characters. FF42 and 47 contain most of those (the Isle of Dawn can be said to be Titan's parody of China). This book doesn't have much of that, but Mencius is the one famous Chinese philosopher whose fame rivals that of Confucius in China history.
Image
The funeral is held immediately. By tradition, the heir of the deceased wears red mourning clothes, while everyone else must wear undyed cloth. This is no hardship for you, as you always dress in undyed cloth and rough leather. You take your place in the funeral cortege and slowly follow the coffin on its journey to the castle chapel. The rites last for several hours, and the company then returns to the great hall, where a last meal will be eaten to honour the dead Margrave. After the second course, young Reinhardt, clad in ceremonial scarlet, makes his excuse and leaves. You wish that you, too, could leave this dismal feast, but courtesy forbids it.

Suddenly the castle starts to shake. There are screams, and you leap to your feet. A block of masonry crashes down and mourners dive under the stout oak table for protection. If you are willing to risk a breach of etiquette and head for the dungeons, turn to 87. If you stay where you are, turn to 234.
Are we a stickler for etiquette?

Adventure Sheet:
SKILL 8/8
STAMINA 19/19
LUCK 11/11
Money: 5 Silver Pieces
Equipment: Broadsword, Flintlock Pistol, box of powder, Silver bullet, Lead bullets (2x), Mirrors (x12), Compass needle
Provisions: 5
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Post by Thaluikhain »

I'm voting for going to the dungeons, and I can justify that by it being the obvious thing to do in-universe, and the obvious thing to do for people playing a FF book.
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Post by Whatever »

Wizards wear red, follow the guy in red (even if it's a ceremonial obligation too).
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Post by pragma »

I think earthquakes overrule etiquette, dungeons.
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Post by Omegonthesane »

I don't even know why it gives the option to stay in place. Dungeons.
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Post by Queen of Swords »

We are uncouth and unrefined, ergo dungeons.
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Post by SGamerz »

Sorry guys, the gaps between updates may become longer now as I just got a new job that pays by the hour, so I'd probably be putting more hours in that in upcoming days and leave less time for this....
Image
You rush along the cold stone corridor, dodging falling stones. The vibrations intensify as you run and a crack appears in the floor in front of you. You teeter on the brink, then leap across. Half jumping, half falling, you descend the stairs to the dungeons. A wisp of green smoke is seeping from the furthest cell, and you can hear a voice, raised in some occult incantation. The ground shakes beneath your feet, but you sprint to the cell door and crane your head to see within. Mencius stands with arms raised, his shackles lying at his feet, and the rope of human hair dangling uselessly from his arms. Reinhardt stands, staring, to one side; he is transfixed, with the key to the shackles still in his hand. A guard cowers in the corner of the cell; green smoke is seeping from the ground. Mencius starts to spin and, with a deafening crack, the ground splits open. The spinning sorcerer, and the transfixed Reinhardt, move slowly towards the yawning abyss. If you prepare your pistol to shoot Mencius, turn to 166. If you rush him, to try to disrupt his spell, turn to 290.
Shoot or charge?
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Post by pragma »

Charge, because I know we get sucked into the abyss one way or another from the back of the book. May well save the bullet.
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Post by Queen of Swords »

I doubt it'll be that easy to stop him with a bullet so soon. Charge.
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Post by owlassociate »

sorry to break immersion here but does anyone know who the artist for that cover is ? looks very familiar but I can't put my finger on it
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Post by Thaluikhain »

Also voting for charging, because FF players should know they can't shoot the bad guy right away and end the book just yet.

From https://fightingfantasy.fandom.com

Illustrator(s): Russ Nicholson
Cover illustrator: Ian Miller
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Post by JourneymanN00b »

Yeah, preparing a flintlock pistol to shoot Mencius is going to take too long, since I assume it is not loaded. Even if it was loaded with a silver bullet, there's no way we can kill him this easily at the beginning of this adventure, as plot armor forbids it.

Charge!
Last edited by JourneymanN00b on Sat Oct 03, 2020 8:06 am, edited 2 times in total.
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Post by Darth Rabbitt »

We're limited on bullets and not going to take this guy out so soon. Charge him.
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Post by SGamerz »

You make a dive for Mencius, but the crack in the floor widens and an unearthly force sucks you towards it. You hover on the brink as Mencius plunges down. Then Reinhardt desperately grabs for you. You both fall headlong into blackness. Seconds pass and lengthen into minutes. Time no longer seems to be passing. All around is black. Feeling disappears from your limbs, then from your body. The sensation of falling is gone.

Light bursts upon your eyes like a shaft of ice. You are standing on a mountain ledge. Out of the corner of your eye you see a figure toppling from the ledge. You rush to the edge but are too late - the figure rolls down the scree slope and plunges into a fast-flowing river. You watch for some seconds, but see no sign of him surfacing. A groan from behind brings you spinning around. Mencius is lying in a heap on the ground. His jet-black hair is now streaked with grey and a trickle of blood dampens his brow. If you waste no time in killing him, turn to 20. If you examine him while he is unconscious, turn to 107. If you bring him round, turn to 363.
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Post by Darth Rabbitt »

Examine him while he's unconscious.
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Post by Whatever »

Examine the body once it's dead. We should dip our sword in the blood on his forehead and waste no time in killing him, assuming it doesn't cost us our silver bullet.
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Post by Thaluikhain »

Yeah, about that.
I'm going to vote for whichever of the not killing options has the most votes, because while killing him makes the most in-universe sense, based on what the character knows, it's not ideal, either in-universe, or in the sense of getting to see the unusual parts of the game.
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Post by JourneymanN00b »

Yeah, I still feel it is too good to be true if we are given the option of killing Mencius, so I am not going for that option right now.


My vote is to examine him while he is unconscious, as we might get an item or two before we wake him up. If for some reason, it comes to a tie with the other two options, my second choice is to bring him round.
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Post by Queen of Swords »

We won't get to really kill/defeat him until the end. So, examine him while he's unconscious.
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Post by pragma »

Examine him. Probably don't kill him because he knows how to get us back home.
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