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FF: Fighting Fantasy. :)

I want to craft a story inspired by the Fighting Fantasy series. Recently, I've been diving into a bunch of adventure books by Ian Livingstone and Steve Jackson, and they've sparked my creativity to create a brief quest for a small group of adventurers. The goal is to help some of us to get back in the rhythm of writing and enjoying this hobby. What I'm looking for is 2-3 characters (I'll be the narrator/DM and NPCs).

Your character can come from any game, and we'll use a straightforward game system inspired by the Fighting Fantasy books. This is all about having fun and will be a short adventure. :)

Anyone up for it?
I don't know the system but I'd like to see this flirtatious and somewhat cowardly Rogue get back into a bit of action. :)

I don't want to take too much on at once such it would just be Ben solo. XD
I was initially asking for Game characters you have, but, if you tickle me nicely, I might overlook that requirement. :)

No worries, one character per writer. :)
Ah sorry about that. If he isn’t subtle just let me know and no worries. :)
Benoit Lemay wrote:
Ah sorry about that. If he isn’t subtle just let me know and no worries. :)

Oh, he's subtle. LOL

I may portray Quill in this story. Whether he's one of the adventurers or an NPC I still need to work out. What ever role he's in, there will be some old school romance if that's o.k. with you?
That’s good with me. Ben will continue to spout bad poetry if you don’t mind. :)
Great! :)
Now I need to decide who I'm going to portray.
The world your character comes from must have a type of magic portal system and a specific artefact from that realm your character can use. Also, there should be a notable NPC who your character may have encountered in the past or may have only heard of, but whose presence is impactful enough that your character would recognize them if they were to meet. (You don't need to portray this NPC, I'll do that).

Basic stats: Skill, Stamina and Luck.

Skill. Roll one die, add 6 to this number.

Stamina. Roll two dice and add 12 to the number.

Luck. Roll one die and add 6 to the number.

During your adventure, your skill, stamina, and luck scores will fluctuate frequently. It is important to maintain a precise record of these changing scores while also keeping track of your original scores. Additionally, you might receive extra points in skill, stamina, and luck, but remember that these bonuses can never surpass your starting scores.

Your skill score shows how good you are with a sword and in combat overall; a higher score means you are better. Your stamina score measures your physical condition, your desire to stay alive, your determination, and your overall health; the higher your stamina score, the longer you can endure. Your luck score represents how fortunate you are as a person.

You will frequently encounter a type of creature. You might have the choice to escape, but if that option isn't available or if you decide to confront the creature regardless, you will need to handle the battle as explained in the following sections.

Begin by noting down the skill and stamina scores of the creatures. I will provide these scores when you come across them.

The order of battle is as follows: First, I will roll two dice for the creature and then add its skill score to that roll. The resulting sum will determine the creature's Attack Strength. Next, you will roll both dice for yourself and combine the result with your current Skill score. The total from this calculation will represent your character's Attack Strength. When your Attack Strength exceeds that of the creature, you successfully inflict damage on it. Conversely, if the creature's Attack Strength surpasses yours, it causes you harm. In cases where both Attack Strengths are equal, you manage to dodge each other's attacks.

If you injure the creature, I will take away 2 stamina points from its total. You can use Luck to increase the damage dealt. If the creature has hurt you, you will lose 2 points from your own Stamina total. You also have the option to use Luck at this point.

Throughout your journey, there will be moments, whether in combat or when facing unexpected challenges, where you can rely on your Luck to improve the results in your favour. However, be cautious, as relying on Luck can be a gamble; if fortune does not smile upon you, the consequences could be severe.

To use Luck, follow this process: first, roll two dice. If the total you roll is equal to or lower than your current Luck score, you experience a stroke of luck, and the outcome will benefit you. However, if the total exceeds your Luck score, you face an unfortunate outcome and will incur a penalty. Each time you test your Luck, you need to reduce your Luck score by one point. This means that the more you depend on your Luck, the riskier your situation will become over time.

You have the chance to use your Luck during fights. You can choose to apply your Luck to either deal a more significant injury to a creature you have already hurt or to lessen the impact of a wound that the creature has caused you. If you have just injured the creature, you can try your Luck. If you are fortunate, you will have caused a serious injury, and I will take away an additional 2 points from the creature's Stamina. On the other hand, if you are not lucky, the injury will only be a slight scratch, and I will add 1 point back to the creature's Stamina. If the creature has injured you, you can attempt to test your Luck to lessen the impact of the injury. If you are fortunate, you will have reduced the damage from the attack. In this case, you can regain 1 point of your stamina, meaning instead of losing 2 points, you only lose 1. However, if luck is not on your side, the injury will be more severe, and you will need to deduct 2 points from your Stamina.

During your adventure, you have the opportunity to regain your Skill, Stamina, and Luck. You will come across various potions, foods, and magical items that can help restore one or two points to these attributes.
Oblivion gates.

Almalexia's Enchanted Lantern.

Naryu ( a challenge for the DM)
Sigil - City of Doors

Chime of opening - only ten uses, doesn’t work if silence spell is used or other way where sound is blocked. One of the few things Ben was able to win in a gambling match of cards

Bert "The Weasel" Adams - loses too many times against him when playing dice or cards.

I’ll have the FF stats up for him later today.

Edit: Done Skill: 9, Stamina: 23, Luck: 12
So what are characters allowed to have on them regarding clothes and equipment?
The bare basics. Your character was pulled here without warning. It depends on what your character was doing half an hour ago. :)
Oh boy! :O Drinking and gambling near a warm fire in an inn, so; just a wool shirt and wool hose, leather boots, a very light purse with 5 coppers, and two daggers at his waist.
"Get a real job. Fetcher!"
"But, but I am a poet in training! A musician in training, un artist!"

Edit: By the way, is it just me, or does Grammarly really trim down sentences?!? It tries to take some of the fancier words out and really condense the writing.
I kicked Grammarly off the cliff because it was doing the same to my writing.
LOL, well, it does help with my sentence structures and my spelling. I have only been using it for about a month, so I guess I’ll see if I like it or not. :)
I'll leave this scene in both your hands. Your characters can get to know each other and become great friends. LOL
Ummm 🤔

LOL 😂

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