[Let's Play] Fighting Fantasy 13 - Freeway Fighter

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[Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by JourneymanN00b »

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Greetings everyone. The time has come for me to start another FF Let’s Play, after a MASSIVE delay caused by IRL issues. I got a copy of Fighting Fantasy book #13 fairly recently, which will be the subject of this Let’s Play since nobody seems to have done that one yet. Anyone wishing to join in is welcome. The plan is to update this series on a twice per day basis (barring site maintenance mishaps), with the exception of Sundays, where I will try to update more frequently on those days. However, my varying work obligations will sometimes necessitate adjustments to this proposed schedule, which I hope that everyone can understand.

Preface
Devastated by a rogue killer virus, all that remains of the world you once knew is a vast, barbaric wilderness. Survivors like yourself either live in scattered, fortified towns, or roam outside as bandits. Life is lawless and dangerous.

YOUR mission is to cross the wilderness to the far-distant oil-refinery at San Angelo and bring vital supplies back to your peaceful hometown of New Hope. Even in the armed Dodge Interceptor you are given, the journey will be wild and perilous. Will YOU survive?

Ian Livngstone, co-founder of the highly successful Games Workshop and editor of White Dwarf, has created a thrilling adventure set in the not too distant future. Freeway Fighter is complete with an extended combat system and a double adventure sheet to record your gains and losses. All YOU need is two dice, a pencil and an eraser.

Many dangers lie ahead and your success is by no means certain. Powerful adversaries are ranged against you and often your only hope is to kill or be killed!
Personal Abilities
As in previous Fighting Fantasy Gamebooks, your abilities will be determined by dice rolls and entered on your Adventure Sheet on pages 18-21. Your three abilities are as follows.

Skill
Roll one die. Add 6 to this number and enter the total in the SKILL box on the Adventure Sheet. Your SKILL score is a measure of your driving, mechanical and fighting abilities. SKILL may increase or decrease slightly during your journey, but may never exceed its Initial value.

Stamina
Roll two dice. Add 24 to the number rolled and enter the total in the STAMINA box on the Adventure Sheet. Your STAMINA score is a measure of your physical fitness and constitution. Your STAMINA score will reduce as injuries are sustained. The Med-Kit in your jacket contains ten packs of medical supplies to help heal wounds. Using the Med-Kit restores 4 STAMINA points. You may use the Med-Kit at any time except when engaged in combat, but remember to deduct a pack from your Adventure Sheet each time you use the Med-Kit. Remember also that your STAMINA score may never exceed its Initial value.

Luck
Roll one die. Add 6 to this number and enter the total in the LUCK box on the Adventure Sheet. Your LUCK score is a measure of fate and fortune in your life. At various times during your journey, either in combat or when you come across situations in which you could either be lucky or unlucky (detail of these are given on the pages themselves), you may call on your LUCK to make the outcome more favourable. But beware! Using LUCK is a risky business, and if you are unlucky, the results could be disastrous.

The procedure for using your LUCK is as follows: roll two dice. If the number rolled is equal to or less than your current LUCK score, you have ben Lucky and the result will go in your favour. If the number rolled is higher than your current LUCK score, you have been Unlucky and you will be penalized.

This procedure is known as Testing your Luck. Each time you Test your Luck, you must subtract 1 point from your current LUCK score. Thus you will soon realize that the more you rely on your LUCK, the more risky this will become. Additions to your LUCK score may be awarded during your journey when you have been particularly lucky. Remember that your LUCK score may never exceed its Initial value.
Making the appropriate rolls and modifications yielded the following initial scores:
SKILL: 11
STAMINA: 32
LUCK: 7

Ooof. We got steamrollered when it came to rolling our Luck, but at least we got decent Skill and Stamina to make up for this.

For the purpose of this thread, the Adventure Sheet will be hand-made and will be periodically displayed.

Car Specifications
Your car’s armour and weaponry will also be determined by dice rolls and entered on the Adventure Sheet. Its two main features are as follows:

Firepower
Roll one die. Add 6 to this number and enter the total in the FIREPOWER box on the Adventure Sheet. The FIREPOWER score is a measure of the car’s engine power and the effectiveness of its machine-guns. FIREPOWER may increase or decrease during your journey, but may never exceed its Initial value. (The use of the car’s rocket-launcher is explained below under ‘Vehicle Combat’.)

Armour
Roll two dice. Add 24 to this number and enter the total in the ARMOUR box on the Adventure Sheet. The ARMOUR score is a measure of the car’s defences.

In addition to its machine-guns and an unlimited supply of bullets, the car also carries missile weapons which may be used during combat. You have at your disposal four rockets (see ‘Vehicle Combat’), and three canisters of iron spikes and two rear-mounted oil sprays with one canister of oil each, which may be used when the option is given. These missiles must be crossed off your Adventure Sheet when used.

Fuel may be acquired during the journey and should be entered on the Adventure Sheet in the space provided. Other modifications to and accessories for your car, which are acquired during the journey, should also be entered on the Adventure Sheet. ARMOUR may increase or decrease during the adventure as a result of damage or repairs to your Interceptor, but may never exceed its Initial value.
Making the appropriate rolls and modifications yielded the following initial scores:
FIREPOWER: 7
ARMOUR: 30
Fate also decided to be mean to us and gave us a highly mediocre car. We are not off to a good start here, folks.

Combat
During your journey, you will certainly encounter some nasty characters who will attack you either while you are driving or when you are on foot. In gaming terms, there are three types of simultaneous combat.

Hand Fighting
Hand Fighting covers all non-missile hand-to-hand combat including hand-held weapons such as a baseball bat. The combat sequence for Hand Fighting is as follows:
1. Roll two dice. Add your opponent’s SKILL score to the roll. The resulting total is your opponent’s Attack Strength.
2. Roll two dice. Add your SKILL score to the roll. The resulting total is your Attack Strength.
3. If your opponent’s Attack Strength is higher than your own, you have been hit. Proceed to step 6.
4. If your Attack Strength is higher than your opponent’s, you have hit him or her. Proceed to step 6.
5. If both Attack Strengths are equal, both attacks have missed. Start the next Attack Round from step 1 above.
6. A successful hit causes injury which is represented by deductions from the injured party’s STAMINA score. A bare-handed punch reduces a person’s STAMINA by 1 point, but hand-held weapons such as a baseball bat cause additional injuries as ruled.
7. Start the next Attack Round (repeat steps 1-6 above) and continue until either you or your opponent has suffered the loss of 6 STAMINA points.
8. If your opponent is the first to lose 6 STAMINA points, he or she will be knocked out and you will be able to continue your journey.
9. If you are the first to lose 6 STAMINA points, you will be knocked out and will learn of your fate at the next reference you are sent to. Of course, if during Hand Fighting your STAMINA is reduced to zero, you will be dead.

Shooting
Shooting rules cover hand-guns, rifles, throwing-knives, bows and arrows, etc. (Your own revolver is assumed to have unlimited ammunition.) The combat sequence for shooting is as follows:
1. Roll two dice. Add your opponent’s SKILL score to the roll. The resulting total is your opponent’s Attack Strength.
2. Roll two dice. Add your SKILL score to the roll. The resulting total is your Attack Strength.
3. If your opponent’s Attack Strength is higher than your own, you have been hit. Proceed to step 6.
4. If your Attack Strength is higher than your opponent’s, you have hit him or her. Proceed to step 6.
5. If both Attack Strengths are equal, both attacks have missed. Start the next Attack Round from step 1 above.
6. A successful hit causes injury which is represented by deductions from the injured party’s STAMINA. Missile weapons cause varying amounts of injury. Roll one die and deduct this number from the injured party’s STAMINA. This is to reflect the fact that a bullet, for example, might cause only a minor flesh wound, or could kill outright.
7. Start the next Attack Round (repeat steps 1-6 above) and continue until either your own or your opponent’s STAMINA score is reduced to zero (death).

Vehicle Combat
Vehicle Combat usually refers to machine-gun battles between vehicles. Your Interceptor has a turret-mounted, computer-controlled machine-gun that can fire in all directions. The sequence for Vehicle Combat is as follows:
1. Roll two dice. Add the FIREPOWER score of your opponent’s vehicle to the roll. The resulting total is your opponent’s Attack Strength.
2. Roll two dice. Add the FIREPOWER score of your Interceptor to the roll. The resulting total is your Attack Strength.
3. If your opponent’s Attack Strength is higher than your own, your Interceptor has been hit. Proceed to step 6.
4. If your Attack Strength is higher than your opponent’s, you have hit his or her vehicle. Proceed to step 6.
5. If both Attack Strengths are equal, both attacks have missed. Start the next Attack Round from step 1 above.
6. A successful hit causes damage to a vehicle which is represented by deductions from its ARMOUR score. Roll one die and deduct this number from the vehicle’s ARMOUR score.
7. Start the next Attack Round (repeat steps 1-6 above) and continue until the ARMOUR score either of your Interceptor or of your opponent’s vehicle is reduced to zero (destroyed). It is assumed that the driver of a destroyed car is automatically killed in the resulting crash or explosion.

If, during Vehicle Combat, you wish to launch a rocket at a target instead of firing your machine-gun at it, you may do so before the start of any Attack Round, remembering to delete one rocket from your Adventure Sheet. A hit will be automatic and will destroy any target.
For Vehicle Combat fights, I will ask before the first round whether a rocket should be used to destroy the target, and if so, under which conditions to do so.

Credits
Credits are the emergency currency units of the twenty-first century, known familiarly as ‘creds’. You start your journey with 200 Credits (see your Adventure Sheet), but are likely to spend and/or acquire more Credits along the way. However, most people distrust Credits and prefer to barter. You may, for instance, have to use some of your Med-Kit in barter; if so, delete what you spend from your Adventure Sheet as usual.
Please keep all spoilers covered out of respect to those of us who want to have a blind experience. Any ties will be broken by me based on my personal instincts.

Since our character has somewhat terrible stats and this book is a relatively hard one, I will allow our hero to have up to 4 boons from the following list to even the odds:

Rewinds: If our hero dies from any cause other than Stamina or Armour loss, the story will be reverted to a previous decision, with the Adventure Sheet being modified to what it was at that point in the story. You may use as many rewinds as you wish upon said death, with a rewind being used for each decision that you wish to rewind to. So, we can rewind to a maximum of 4 decisions before said death, assuming all 4 boons are rewinds.

Restorations: If our hero’s Stamina or the Dodge Interceptor’s Armour falls to 0 in any way, both scores will be restored to their initial values after having their initial values reduced by 3. This penalty is to ensure that we act sensibly when it comes to maintaining Stamina and Armour should our hero take a restoration or two.

Extra petrol canisters: Self explanatory.


Vid News Bulletin
DATELINE 21 JULY 2022

The disaster happened just at a time when the world was beginning to enjoy itself. Nobody could have predicted such a catastrophe. World War III had been averted and the power blocks of East and West were now working towards world peace and unity. Revolutionary farming techniques had all but eradicated hunger, and increased mobility had led to people’s greater understanding of one another.

The morning of 21 July 2022 had started just like any other. It was going to be a hot day and the news on the holovision was good. A government spokesman proudly announced that solar energy now powered 90 per cent of homes and 70 per cent of industry, the three-day working week was now the norm, and England was to play the United States in the soccer finals of the World Cup in Sydney. However, there were only hours to go before the beginnings of the collapse of civilization.

Later that day, an unknown disease broke out in New York, and spread with such devastating speed and fatality that before the government and scientists realized what was happening, half the population was dead. The disease spread throughout the world, carried by aeroplane passengers, and decimated population centres everywhere. All attempts at quarantine were useless. Four days after the outbreak, 85 percent of the world’s population were dead. Communications, essential services, transport and administration had broken down completely. There was no one left to try to find the cause of the outbreak. It might have been a mutated virus or some lethal germ unknowingly released from a chemical warfare laboratory. It was mere speculation and nobody really cared, as survival was the top priority.

The speed with which civilization fell into ruins was frightening. Most survivors didn’t know why they still lived, and didn’t know how to go on living. Brute force became the law. Riots, looting, destruction and drunkenness were commonplace. People would even kill for a can of beans. Large cities were soon abandoned due to lack of food and risk of disease.

Six months after the disaster, there remained two kinds of people – those who wanted order again, and those who reveled in the disorder. The former grouped themselves into small towns and built defences around them. Inside, they appointed leaders and began the task of self-sufficiency. These fortress towns became the homes of the military, farmers, doctors and people concerned with the rebuilding of civilization. The other group lived a wild and brutal existence outside. They were the new barbarians. Roaming the land in cycle or car gangs, they terrorized or wiped out any small pockets of civilization they came across.

You are one of the lucky survivors living in a fortress town which has been named New Hope. You are working on the design of an early-warning system to protect the town, when you hear a knock at your door. It is two members of the town council and they look very excited. They tell you that their radio has just picked up a message from a fortified oil refinery near San Anglo in the south. The people there are willing to exchange 10,000 litres of petrol for grain and seeds to improve their food production. The inhabitants of New Hope could certainly use the petrol for generators and agricultural machinery. Being offered 10,000 litres of this rare commodity is too good an opportunity to miss, especially as there are surplus stocks of grain and seed. The council have agreed to the deal and are now looking for somebody to undertake the journey to San Anglo to deliver the sacks – and drive the petrol tanker back to New Hope. It will be a long and dangerous journey through lawless country. The two men tell you that they think you are the best-trained person to undertake such a mission, and ask if you would like to volunteer. They tell you that a Dodge Interceptor will be prepared for the journey. It will be fitted with machine-guns, radio, roof-mounted rocket-launcher, ram bars, loudspeaker and various defences, including rear oil spray, tyre-shredding spikes, armour-plating and bullet-proof windows.

You do not need convincing, as the benefit to New Hope will be enormous. This pioneer journey might be the start of the link between the new societies trying to bring about civilization – if you succeed. You tell them that you will do the job and begin your preparations immediately.

Over the next two days, you supervise the modifications to the Interceptor. When it is finally ready, it looks like a battle-car. You check it one last time to ensure that the weapons work and that all your equipment has been packed away in the various compartments. You run through the checklist: map, flashlight, Med-Kit, compass, food, water, full fuel canister, two spare wheels, Flat-U-Fix (instant puncture repairer) and tools. Finally, you put on the shoulder-holster for your revolver, and leather jacket, which carries your bullets and knife. Satisfied that you are ready, you climb into the driver’s seat. Peering through the narrow steel slit that is now your windscreen, you see the town’s population gathered to wave you goodbye. You start up the engine of the Interceptor and crawl forward to the gates leading to the outside world. It is over a year since you last ventured beyond the walls of New Hope, and you are excited at the prospect of what you will find.
NOW TURN OVER

1
Image
The first thing to strike you as you cruise along the road is the speed with which everything has fallen into decay. You hadn’t realized how much maintenance was needed to support civilization. All around buildings are falling into ruin, abandoned cars litter the roads in rusted disarray, grass and weeds have grown rampant everywhere, with nobody to hold them back, and packs of dogs and other wild animals roam freely. You stop at a small town some fifteen kilometres from New Hope and switch off your engine. Suddenly it is deathly silent apart from the eerie howl of a dog somewhere down the street. You are tempted to get out of the car to explore, but realize that this is an unnecessary risk. You are about to start your engine again when suddenly the sound of a shotgun breaks the silence. If you wish to get out of the car to investigate, turn to 126. If you would rather drive out of the town, turn to 34.

In addition to the above choice, what name do you want to give this character, and how many of each boon should we take? Please make your decisions before 9:00 AM PDT to guarantee that they will be counted.
Last edited by JourneymanN00b on Thu Mar 17, 2022 4:29 pm, edited 1 time in total.
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by Darth Rabbitt »

Livingstone's books are meatgrinders that also require finding the right plot coupons. Though the rockets might help cut down on the meatgrinding element. So I think I'll go for 2 rewinds, 1 restoration, 1 extra petrol.

Investigate, and our name should be Cross Chris.
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Post by Queen of Swords »

Agree with that. And let's investigate.
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by SGamerz »

I strongly recommend spending at least 2 (but no more than 3) boons on extra petrol, because from what I recall, more than 50% of the time, failures in this book is due to running out of petrol. Rewinds may not fix those since you may still miss those very limited opportunities to pick up extra petrol after the rewind.
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by Thaluikhain »

Investigate, and yeah, there's I think two insta-fails due to petrol loss. I'll leave it to others to decide the boons, though.

(I'm ok with Cross Chris, but now I've got Kris Kross songs stuck in my head)
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by Darth Rabbitt »

I’d be willing to change my vote to two extra petrol and one of each of the other boons, then. Still want some insurance against missing plot coupons and/or HP attrition since Livingstone’s brutal with those.
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by JourneymanN00b »

I have registered your votes and will name our hero Cross Chris, who will get out of the car to investigate. I will wait to see if there are any additional votes or vote changes regarding boons before finalizing which boons to supply Cross Chris with.

126
You run across the road and press yourself against the wall of the building, half expecting another shot to ring out. Your heart beats fast as you creep forward slowly to the corner of the building and look round. There is nobody in sight down the narrow street. You take one step around the corner and then a voice shouts out, ‘OK, that’s far enough. One more step and you’ll be full of holes. Where are you from?’ If you reply that you are from New Hope, turn to 274. If you reply that you are a lone road warrior, living nowhere in particular, turn to 155.

Please vote before 6:00 PM PST to guarantee that it will be counted.

Adventure Sheet:
DRIVER’S NAME: Cross Chris
SKILL: 11 Current Skill: 11
STAMINA: 32 Current Stamina: 32
LUCK: 7 Current Luck: 7
EQUIPMENT LIST:
Map
Flashlight
Compass
Flat-U-Fix
Revolver
Knife
MED-KIT (Delete as used): 10
Credits: 200
DODGE INTERCEPTOR: SPECIFICATION
FIREPOWER: 7 Current Firepower: 7
ARMOUR: 30 Current Armour: 30
MISSILE WEAPONS:
Rockets: 4
Iron Spikes: 3
Oil: 2
Fuel: 1 fuel canister
Car Modifications:
Car Accessories:
Spare Wheels: 2
Boons:
???
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by JourneymanN00b »

Since nobody voted, I will have Cross Chris reply that he is from New Hope. I will leave boon voting open until the next update.

274
A man suddenly appears out of a doorway and walks towards you with his shotgun pointed at you. He looks at you sternly and says, ‘That’s where I’m heading. Been cycling for over a week since my station-wagon was ambushed and my wife and son were killed. Stopped here to get some cans of food from a supermarket back there, when some crazy dogs attacked me. Shot one of them and the others ran off. My name’s Johnson. Pleased to meet you.’ He puts down his shotgun and extends his hand for you to shake. He tells you that he is a builder by trade and asks how much further it is to New Hope, and whether he is likely to be let in. You reply that it is only another fifteen kilometres and his chances are good – they need skilled people. You also tell him about your mission and he warns you not to stop at Joe’s Garage which is about eight kilometres out of town. ‘They ain’t got no petrol. They just rob people who stop there.’ You thank Johnson for the advice, wish him luck and walk back to your Interceptor. Its powerful engine roars into life when you turn the ignition key, and you screech off once again (turn to 34).

34
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You are soon out of town, zigzagging around wrecked cars and fallen trees along the road. Further ahead you can see that the road joins the main highway south. There is a small filling-station at the junction, named Joe’s Garage. You stop, as you are intrigued by the hot-rod parked around the side, looking clean and in running condition. A young girl suddenly comes out of the office, wearing a T-shirt and blue jeans. She smiles and says, ‘Hi, can I help you?’ If you wish to talk to her, turn to 302. If you would rather drive up on to the highway, turn to 167.

Please vote before 9:00 AM PDT to guarantee that it will be counted. Please also make any votes or changes regarding which boons to take before that time.
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by Darth Rabbitt »

Take Johnson’s advice and avoid Joe’s Garage.
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by Thaluikhain »

Yeah, don't stop at weird garage.
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Post by Queen of Swords »

Agreed, heed the warning.
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by JourneymanN00b »

Votes registered, Cross Chris will drive up on to the highway. He will also be provided with 1 rewind, 1 restoration, and 2 extra petrol canisters as his boons.

167
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Despite the hazard of having to avoid abandoned cars, the highway is wide enough for you to gather plenty of speed. It’s exciting to drive so freely, without fear of being hauled in by the police for violating some traffic regulation or other. You smile as your speed reaches 190 kilometres per hour, but your joy is shortlived: your suddenly see a red Chevrolet, heavily reinforced with steel plating, coming straight towards you. Somebody is sitting in a small turret on the roof – a machine-gunner. You think to yourself that maybe having to deal with the police in the old days wasn’t so bad compared with what is coming at you now. You breathe in deeply and get ready to press the machine-gun fire button.

RED CHEVVY FIREPOWER 8 ARMOUR 15

If you manage to destroy the Chevvy in this Vehicle Combat, turn to 188.

Should a rocket be used to destroy the Red Chevvy? Please vote before 6:00 PM PDT to guarantee that it will be counted.

Adventure Sheet:
DRIVER’S NAME: Cross Chris
SKILL: 11 Current Skill: 11
STAMINA: 32 Current Stamina: 32
LUCK: 7 Current Luck: 7
EQUIPMENT LIST:
Map
Flashlight
Compass
Flat-U-Fix
Revolver
Knife
MED-KIT (Delete as used): 10
Credits: 200
DODGE INTERCEPTOR: SPECIFICATION
FIREPOWER: 7 Current Firepower: 7
ARMOUR: 30 Current Armour: 30
MISSILE WEAPONS:
Rockets: 4
Iron Spikes: 3
Oil: 2
Fuel: 1 fuel canister
Car Modifications:
Car Accessories:
Spare Wheels: 2
Boons:
1 Rewind
1 Restoration
2 Extra Petrol Canisters
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by Thaluikhain »

Half vote for using a rocket. We've got 4, and our firepower is poor.
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by Beroli »

Don't use a rocket; we're at only a 1-point Firepower disadvantage and have twice their Armor. We'll likely have much worse fights later.
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by Darth Rabbitt »

Yeah, I’d save the rockets for later.
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by angelfromanotherpin »

Darth Rabbitt wrote:our name should be Cross Chris.
Thanks for the callback.
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Post by Queen of Swords »

Agreed, let's save the rockets for later.
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by JourneymanN00b »

Hello folks. I am truly sorry for the lateness, as work kept me MUCH longer than expected. I have recorded your votes to have Cross Chris save his rockets and instead attempt to take out the Red Chevvy using the machine-gun.

The battle:
Round 1: Red Chevvy Attack Strength: 16, Player Attack Strength: 16;
Red Chevvy Armour: 15, Player Armour: 30
Round 2: Red Chevvy Attack Strength: 17, Player Attack Strength: 17;
Red Chevvy Armour: 15, Player Armour: 30
Round 3: Red Chevvy Attack Strength: 17, Player Attack Strength: 11;
Damage Roll: 3
Red Chevvy Armour: 15, Player Armour: 27
Round 4: Red Chevvy Attack Strength: 20, Player Attack Strength: 17;
Damage Roll: 4
Red Chevvy Armour: 15, Player Armour: 23
Round 5: Red Chevvy Attack Strength: 12, Player Attack Strength: 17;
Damage Roll: 2
Red Chevvy Armour: 13, Player Armour: 23
Round 6: Red Chevvy Attack Strength: 20, Player Attack Strength: 15;
Damage Roll: 4
Red Chevvy Armour: 13, Player Armour: 19
Round 7: Red Chevvy Attack Strength: 15, Player Attack Strength: 15;
Red Chevvy Armour: 13, Player Armour: 19
Round 8: Red Chevvy Attack Strength: 15, Player Attack Strength: 10;
Damage Roll: 6
Red Chevvy Armour: 13, Player Armour: 13
Round 9: Red Chevvy Attack Strength: 18, Player Attack Strength: 14;
Damage Roll: 4
Red Chevvy Armour: 13, Player Armour: 9
Round 10: Red Chevvy Attack Strength: 12, Player Attack Strength: 14;
Damage Roll: 2
Red Chevvy Armour: 11, Player Armour: 9
Round 11: Red Chevvy Attack Strength: 14, Player Attack Strength: 10;
Damage Roll: 6
Red Chevvy Armour: 11, Player Armour: 3
Round 12: Red Chevvy Attack Strength: 12, Player Attack Strength: 14;
Damage Roll: 6
Red Chevvy Armour: 5, Player Armour: 3
Round 13: Red Chevvy Attack Strength: 11, Player Attack Strength: 16;
Damage Roll: 1
Red Chevvy Armour: 4, Player Armour: 3
Round 14: Red Chevvy Attack Strength: 16, Player Attack Strength: 16;
Red Chevvy Armour: 4, Player Armour: 3
Round 15: Red Chevvy Attack Strength: 16, Player Attack Strength: 15;
Damage Roll: 5
Red Chevvy Armour: 4, Player Armour: -2

Player’s car destroyed, restoration used to restore Armour to 27. Initial Armour is now 27, and Initial Stamina is now 29.

Round 16: Red Chevvy Attack Strength: 13, Player Attack Strength: 9;
Damage Roll: 1
Red Chevvy Armour: 4, Player Armour: 26
Round 17: Red Chevvy Attack Strength: 15, Player Attack Strength: 16;
Damage Roll: 2
Red Chevvy Armour: 2, Player Armour: 26
Round 18: Red Chevvy Attack Strength: 17, Player Attack Strength: 17;
Red Chevvy Armour: 2, Player Armour: 26
Round 19: Red Chevvy Attack Strength: 14, Player Attack Strength: 14;
Red Chevvy Armour: 2, Player Armour: 26
Round 20: Red Chevvy Attack Strength: 17, Player Attack Strength: 11;
Damage Roll: 4
Red Chevvy Armour: 2, Player Armour: 22
Round 21: Red Chevvy Attack Strength: 14, Player Attack Strength: 12;
Damage Roll: 3
Red Chevvy Armour: 2, Player Armour: 19
Round 22: Red Chevvy Attack Strength: 15, Player Attack Strength: 13;
Damage Roll: 1
Red Chevvy Armour: 2, Player Armour: 18
Round 23: Red Chevvy Attack Strength: 17, Player Attack Strength: 13;
Damage Roll: 6
Red Chevvy Armour: 2, Player Armour: 12
Round 24: Red Chevvy Attack Strength: 14, Player Attack Strength: 14;
Red Chevvy Armour: 2, Player Armour: 12
Round 25: Red Chevvy Attack Strength: 11, Player Attack Strength: 10;
Damage Roll: 6
Red Chevvy Armour: 2, Player Armour: 6
Round 25: Red Chevvy Attack Strength: 16, Player Attack Strength: 17;
Damage Roll: 3
Red Chevvy Armour: -1, Player Armour: 6

Ladies and gentlemen, I am sorry to say that we got a LOT of unlucky rolls and got killed once, forcing us to use our one and only restoration. The bad luck further followed us and reduced our Armour value to 6 before we were finally able to destroy the Red Chevvy. Talk about a horrible, horrible start.

188
Image
You stop your Interceptor to examine the burning wreck. Who were these people and why did they attack you without warning? You shake your head and hit the accelerator, eager to reach your destination. You are passing a security truck and thinking about all the money inside it which is now useless, when suddenly a voice comes through on your radio above the crackling static. It is one of New Hope’s leaders. She tells you how a gang of bikers have just attacked New Hope, killing eight people in the process. After a short battle, they were eventually beaten off. She warns you to be on the lookout for them, as they have kidnapped Sinclair, the council leader. You acknowledge the message and say goodbye. After an hour or so of driving without any further incident, you notice that your petrol gauge is dropping; the Interceptor is very heavy on petrol. You stop and pour the contents of the fuel canister into the tank, realizing that you will have to find some more petrol soon. A few kilometres further and you know your luck has really run out. There must have been a car crash at the time of the disaster which caused a huge tail-back of now-abandoned cars. It is impossible to continue along the highway. You reverse back to the last exit and drive off the highway. You must decide which way to head along the road which crosses over it. If you wish to drive east, turn to 341. If you wish to drive west, turn to 66.

Please vote before 9:00 AM PDT to guarantee that it will be counted.

Adventure Sheet:
DRIVER’S NAME: Cross Chris
SKILL: 11 Current Skill: 11
STAMINA: 29 Current Stamina: 29
LUCK: 7 Current Luck: 7
EQUIPMENT LIST:
Map
Flashlight
Compass
Flat-U-Fix
Revolver
Knife
MED-KIT (Delete as used): 10
Credits: 200
DODGE INTERCEPTOR: SPECIFICATION
FIREPOWER: 7 Current Firepower: 7
ARMOUR: 27 Current Armour: 6
MISSILE WEAPONS:
Rockets: 4
Iron Spikes: 3
Oil: 2
Fuel:
Car Modifications:
Car Accessories:
Spare Wheels: 2
Boons:
1 Rewind
2 Extra Petrol Canisters
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by SGamerz »

The highway/road was said to be going south, and no change of direction has been mentioned since, so obviously we go east because no to fascism and whatnot.

(I remember most of the encounters is this book well, so I won't vote on those, but random direction choices are numerous and sufficiently flavourless enough that I can legitimately say I don't remember which are the right ones, so I can safely vote without knowing in advance whether I'm going the right way or not.)
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by Thaluikhain »

Yeah, east I guess.
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by Darth Rabbitt »

angelfromanotherpin wrote:
Fri Mar 18, 2022 3:09 am
Thanks for the callback.
I remembered and I had to. I also stole Peter Manwoody (albeit misremembered as Peter Woody) for Demons of the Deep.

Anyways, east is as good as any.
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by JourneymanN00b »

Votes registered, Cross Chris will drive east in order to take a stand against fascism since he was driving south.

341
Image
You pass an ambulance parked off the road to your right, but see no sign of life. If you wish to stop to investigate the ambulance, turn to 267. If you would rather keep driving east, turn to 22.

Please vote before 6:00 PM PDT to guarantee that it will be counted.
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by Thaluikhain »

Half vote to investigate.
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by Darth Rabbitt »

In the absence of other information, doing things is more fun than not doing things.
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Re: [Let's Play] Fighting Fantasy 13 - Freeway Fighter

Post by JourneymanN00b »

Votes registered, Cross Chris will stop to investigate the ambulance.

267
You park your Interceptor and walk back to the ambulance. The driver’s cab is empty, although the ambulance looks as if it has been driven quite recently. If you wish to open the rear door to look inside, turn to 195. If you would rather get back inside the Interceptor and head east, turn to 22.

Please vote before 9:00 AM PDT to guarantee that it will be counted.
Say No To Fascism. The left is the one true way to go.
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