So Barbarian Warlord won by 1 vote, so that's coming next. Hopefully, the 5 voters are actually going to be players, since I don't think I seldom get more than 3 actual players these days...
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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 for this book:
Honour:
This is a new stat that's generated by just rolling 1 die at the beginning, so it starts lower than our other stats, but there's no Initial/cap value for this, and of course there will be chances to gain (or lose) points on this like all other stats. Honour can tested similar to SKILL, by rolling 2 dice and comparing the value rolled to the stat, and we are deemed 'Honourable' if we roll below or equal to the stat.
Horde Stats:
These are similar to SKILL and STAMINA respectively, except they are used for mass combat. HORDE STRIKE is 1d6 + 6, just like SKILL. HORDE STRENGTH is 2d6 + 12, like STAMINA.
Large-scale Battles:
Conducted just like individual combats, just substitute HORD STRIKE for SKILL and HORDE STRENGTH for STAMINA. You can also use LUCK in Large-scale battles, and once again, it works exactly the same except with the above stats substituted.
Escape from combats also work the same for both Individual and Large-scale battles: you automatically lose and Attack Round while you disengage and lose 2 STAMINA/HORDE STRENGTH.
Equipment and Gold:
We start with literally the bare minimum: only a sword. We also record the amount of gold we can loot from the places we conquered, and those are calculated in units of "talent". We start with 1 talent of gold by default.
There are no Provisions in this adventure. STAMINA restoration only happens by resting (in specific locations where it's allowed - usually places you've conquered), or by usage of specific items with healing abilities.
(Note that restoration from resting only applies to STAMINA - CREW STRENGTH is actually even harder to regain, so keep that in mind.(
Domain:
After we conquer each locale, we usually have the option to either keep it as a garrison or raze it to the ground. Having a garrison means that we must leave troops behind to guard it (and therefore reduce our HORDE STRENGTH) but the benefit is that we can always come back and rest and collect extra talents of gold as taxes. Razing it means we loot everything at once and leave it destroyed and can't gain anything else from repeat visits. For certain places, garrisons also carry potential hazards of rebellion (which is when the amount of troops you leave behind comes in when determining whether or not they succeed).
Code Words and Tick Boxes:
As stated above, we can revisit places, so there will be ticked boxes used to indicate such situations are determine whether something different happens. Code Words, of course, are use to marked events/accomplishments and also trigger different events according to those. We start with none of each but will definitely be collecting them throughout the LP. The places we conquer (and whether we retain them as garrison or destroy them) are also recorded via codewords.
Although the adventure mostly plays like a sandbox game, there's still an actual ending that will be triggered once we conquer the most challenging city on the map. That's when our codewords will be tabulated and exchanged for points, and those points (in conjunction with our Honour score at the endgame), will be used to determine our final rating on our level of success.
Name and Tribe:
The adventure provides 2 simple tables for us to randomly generate the name of our tribe and our PC (the barbarian chieftain). Of course, you are still free to suggest your own names for both if you prefer.
So, before we begin, there are 6 different stats to be generated using 8 dice. This will not be and easy adventure, and I will be providing "save points" for each place we succeed in conquering, plus 1 we will start with by default. I will also allow player assignation of dice values to each stat.
The values rolled for 8 dice are: 2, 2, 3, 5, 6, 6, 3, 4.
Please assign these 8 values to your:
SKILL (1)
STAMINA (2)
LUCK (1)
HONOUR (1)
HORDE STRIKE (1)
HORDE STRENGTH (2)
And please also decide whether you wish to use the provided table to determine the names of our tribe and chieftain randomly. If not, please suggest your own name.