Alright, so it looks like Tower of Destruction is the only one that got any interest at all, so we'll go with that.
This actually makes things a lot easier for me because a lot of text can simply be copied from
the last LP topic, so we can all thank SlyJohnny having run it!
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; you may only eat one meal at a time.
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.
All standard rules above, but as mentioned, we won't be rolling for stat because we'll be playing this adventure as a badass 12/24/12 hero!
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.
Even the new rules for this book would be familiar to most of you if you played or read the last LP, but just a quick run-through:
Honour:
We start with 6, but there's no upper limit. We gain Honour by being helpful, and compassionate towards others, and also for being respectful to the dead, and we lose Honour by doing the opposite.
Usually, we want to get as much Honour as possible, but there may be rare occasions when may have to act selfishly in order to gain helpful items or clues.
Time:
The game doesn't specifically instruct us to add time during the adventure in the text, but we're supposed keep track of how many days elapsed before we catch up with the murder-sphere. Each time we "rest for the night", an additional day is added.
The rules text makes it sound like we urgently need to reach the sphere asap, but in reality the sidetracks are more often than not more fruitful than rushing all the way, and the advantages to reaching the sphere is really quite minimal. Always felt that this was a bit of a red herring.
Equipment:
We start with a sword, a fur-padded leather armour, a lantern, a backpack, a blanket, and enough Provisions for 10 meals. We can't carry more than 10 (in some books this limitation is not stated, but in this one it is).
BACKGROUND:
It has been a long, hard trek from market in the city of Zengis, but you are almost home now. Within the hour you should be back at the family hearth, a tankard of warm mead in your hand and your furred leathers hanging in the corner of the hut. Doubtlessly our friends will come around to talk of their exploits while hunting when you were away at the market, and they will probably mock you gently for not having gone hunting with them. Still, someone had to haggle to get a good price for the furs and, as the chieftain pointed out, it might as well be someone with a few brains and a little sense. So you had got the job.
Perhaps, you imagine, life would be easier in one of the southern lands of Allansia you have heard of: wicked port Blacksand to, the south and west the endlessly Flatlands with their proud, wild horses and prouder riders; Even Arantis, so far away, with its Overpriest and teeming pirate ships. Anywhere might be better than this bitingly cold region where you have spent your life, in the shadow of the Icefinger Mountains. Perhaps, when the next caravan sets out from Zengis to the Flatlands, you may find a merchant who needs a strong and honest bodyguard. But that’s a fantasy and what is real now is the cold.
Except that now it isn't as cold as it seemed to be a minute ago. lt should be, because the sky is darkening as dusk descends it should be quite chill indeed. But why is the sky darkening? You realize that it is not long since the watery afternoon sun was at it’s zenith. And what is the horrible screeching and booming sound coming out of the sky?
You spin round and face the direction from which the ever louder sound is coming- and throw yourself down to the ground in abject terror! With a great wail like a thousand screaming demons, the black sphere of rock soars past overhead, fire and smoke raining in its wake. A chunk of molten rock plummets and crashes to the ground close to you, hissing and spitting as it embeds itself in snow and ice-hardened ground. You get up, shake the snow off your clothes and run forward to the head of the valley.
Peering down, you see that the valley is shrouded in smoke, and you can make out tongues of flame rising from the place where you know your home is. You rush on down to find out what terrible fate has befallen your home and people.
You gasp for breath as you run, flat out, to your home, even as you race down the snow covered slope, you can hear the screams and wails of the dying. Thick, black, reeking smoke is mercifully beginning to disperse, only to reveal burned corpses and still alive, but injured, villagers. Huts and cabins are either aflame or completely flattened by the passage of the Sphere. To your horror, you find your mother and father, dead, in the ruins of their home. You rage with fury and swear an oath to track the progress of the killing Sphere and find out what has brought this terrible carnage upon your people! What will you do now?
Will you:
Leave and follow the trail of the Sphere?
Look around for things that will be of help to you on your trek after the Sphere?
Look for the village wise man?
Do what you can to help the injured?
How do we start this time?
Also, there was only one suggestion for out Hero's name thus far: Jefferson Tallpipe by Darth. Any agreements/alternative suggestions?
Adventure Sheet:
Name: ???
SKILL 12/12
STAMINA 24/24
LUCK 12/12
Honour: 6
Equipment: Sword, Leather Armor, Lantern, Backpack, Blanket
Gold: 0
Provisions: 10/10
Time Elapsed: 0 days