So, we have a clear winner, so we'll go with Curse of the Mummy for our next LP!
As per usual, we get the familiar rules out of the way first...
Standard FF Boilerplate Rules:
Skill, Stamina, & Luck
[spoiler]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.
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.[/spoiler]
Combat:
[spoiler]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.
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.[/spoiler]
New Stuff:
Poison:
Not exactly a new or novel idea, it's similar to the one in Daggers of Darkness: we have a Poison score that starts at zero. Our character has built up a certain amount of tolerance and immunity to most poison over his years of adventuring, but there's a limit even for him. Each time poison is inflicted on him, the score increases, and the maximum he is able to tolerate is 18 units of Point, at which point it kills him.
Poison score rarely goes down, but it can happen, if we come upon an antidote or some other kind of help that can cure/neutralize the poison in our body.
Equipment:
Obviously not a new concept either, but our starting Equipment is more sparse than your average book (the storyline reason probably being that you were recently victim of a shipwreck). We do still have the usual sword (no leather armour mentioned, but we don't start with any combat penalty anyway, it seems) and backpack. We don't start with any Provisions, or lantern. We do have 5 Gold pieces by default.
Special House Rule:
As with several of the other books I've been running recently, I will roll dice for stats, but allow players to distribute the results to the stats of their choice. However, for this book, I will be rolling an additional dice (so, 5 dice in total). Besides 1 for SKILL, 1 for LUCK and 2 for STAMINA, the last dice is the 'Resource' dice.
The points on the die that you choose as your 'Resource" die can be used 2 ways:
1) Each point can be used for an additional "Life". If we die/fail prematurely, using up a "Life" point will automatically rewind you back to first point you wandered off the "winning" path. Of course, if you are already on it, then you will simply rewind back 1 option or restored to full STAMINA if you died in a combat and continue right where you left off.
2) Alternatively, each Resource point can also be spent for an additional 5 Gold Pieces to our starting cash. (This idea is adapted from what Queen of Swords suggested).
Additional Bonus on Extra Life:
Throughout the adventure, if we find and pick up any item that has the word "Life" in its name or alias, our
current number of "Life" points will be doubled. For example, if we started with 2 Life points, and used up one of them before we pick up such an item, our Life Point will be at 2 again; but if we hadn't spent any yet, we will have 4. However, the item will give us a
minimum of 1 extra point (so even if we have 0 left, we'd still gain 1). These items will be rare, of course.
So, before we begin, let's roll the dice:
6...1...5...6...2
These are what we have rolled. Please vote on which number to distribute to each of your stats before we continue. For the one spent on Resources, please also vote on how many points to spend on Life or on additional gold.