
Was going to run this one next, but with how slowly the Island of Undead is going, I thought I'd get this one out too while I still have the time for multiple updates a day (which may not be the case about 2 months later).
Jonathan Green's newer contributions in the relaunch of the FF series have generally gotten relatively positive reviews, and this one is no exception. Certainly, just like Howl of the Werewolf and Night of the Necromancer, the difficulty level and playability, and the variety of paths to victory, are all definite improvements over his older books.
On to the rules, and of course, we have the usual fare to begin with...
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]
I won't be rolling for the stats yet, because there are pre-generated characters to choose from, and the first thing we'd vote on is whether to use any of them. But before that, let's get the rest of the rules out of the way:
Day of the Week:
Like our mundane world, there are seven days in a Titan week, but with different names. The names also correspond to different elemental types. We need to keep track of the days as they pass. It's NOT a time limit mechanism. What matters is which day of the week we are on during certain encounters, as certain creatures are more powerful during the days that match their element type (for example, a fire-type monster will have higher stats on Fireday).
For a newly-generated character, the day on which we start the adventure is determined by random die roll, using the number the corresponds with the day of the week (which means we will never start on Highday, which is listed as the last day of the week).
1. Stormsday
2. Moonsday
3. Fireday
4. Earthday
5. Windsday
6. Seaday
7. Highday
However, once again I won't be rolling the die just yet, because again, each of the pre-generated character will start on a specific day listed for them if we choose them. More on that later
Equupment:
We start with the traditional leather armour, backpack, lantern and enough provisions for 10 meals (which is the maximum amount we can carry). We also start with an enchanted weapon named the Wyrmbiter, which doesn't give any combat bonuses during normal battles, but will give us +2 Attack Strength and +1 damage when fighting any dragon-type opponent (which includes drakes, wyverns, and of course, wyrms), And can damage magical creatures that are normally immune to most other weapons (like Elementals). Our starting gold, if we're playing self-generated characters, will be 2D6+12, but pre-generated characters start with fixed amount of cash.
We can also choose 2 out of 4 additional items to start. Here, again, for pre-generated characters, they will each start with 2 of the items be default, but self-generated characters get to choose which 2 to take. These are supposedly trophies from the PC's past adventures (he's an accomplished hero of some fame) None of them have any specific special properties that we know of to begin with, but each may be useful for specific encounter during the adventure. We'd just have to find out which when we get to them!
Dragon Tattoo
Hunting HornCovering almost all of your back is a magnificent tattoo of a mighty Red Dragon, with wings outstretched, something you had done on a whim during a stopover at the port of Harabnab.
Sabretooth FangMade form the curling horn of some fabulous beast or other, you won this valuable artefact from a renegade duke of Gallantaria, after pursuing him for the bounty on his head.
Sun TalismanAs long as a dagger, and just as sharp, you wear this fang on a leather cord around your neck, a memento of a battle you fought with a Carnodon in the mountains of Mauristatia.
There are other boxes on the Adventure Sheet (Time track, Codewords, Damage), but those are for recording attributes that only apply in certain parts of the adventure, and are not explain in the rules section, and will only be explained when our adventure reaches those specific parts.You wear this small golden talisman, which you recovered from a ruined tomb you stumbled upon on the borders of Kakhabad, on a chain around your neck.
Pre-generated Characters:
Gorrin Silverblade
SKILL: 11
STAMINA: 18
LUCK: 9
Equipment: Hunting Horn and Sun Talisman
Gold: 16
Day of the Week: start on Seaday
Aldar RavenwolfTomb-robber to some, bold adventurer to others, Gorrin Silverblade combines the skills of a thief with the strength of the warrior. The son of a blacksmith from Tannatown, he was a cunning mind and a strong right arm, both of which have served him well on many occasions, particularly when he's been up to his neck in trouble down some half-forgotten hole in the ground.
Gorrin has a happy-go-lucky temperament, his natural charm coming to his aid now and again on some rather tricky situations. Also skill with a sword is surpassed by only a few.
SKILL: 9
STAMINA: 22
LUCK: 7
Equipment: Dragon Tattoo and Hunting Horn
Gold: 23
Day of the Week: start on Stormsday
Erien StormchildAldar Ravenwolf gre up an orphan on the streets of Pollua, Lendleland, after his merchant-trader parents were slain by Hobgoblins while crossing the Howling Plains. He eventually fled the city after killing the local gang-lord in a bar-fight and has wandered the Old World ever since finding work as a mercenary, protecting merchant caravans.
Aldar has always been careful with money, a habit instilled in him by both his parents and his destitute childhood, which means that he can always equip himself well in preparation for any adventure. His hardy constitution means that he can keep on fighting when others would have already given up the ghost.
SKILL: 10
STAMINA: 16
LUCK: 12
Equipment: Sabretooth Fang and Sun Tallisman
Gold: 19
Day of the Week: start on Fireday
Do any of the pre-generated characters appeal to you? Or would you prefer to generate a completely new character?Originally from a nomadic tribe of fur-trappers from the icy mountain passes of the Witchtooth Line, Erien Stormchild left her tribal lands for the plains of Femphrey in search of hold and adventure long ago. Blessed by Cheelah, goddess of luck, she succeeded in finding plenty of both.
Where others might rely on strength of arms, Erien puts her faith in magical charms and the absolute trust that her guardian deity will always watch out for her.