Fantasy Football RPG Basics

So after finally getting a chance last night to  work on this, I managed to clean this up and get it to a point where I am satisfied. This is only the basic die rolling conflict rules, and a character sheet. But those are the most important parts.

A Simple Character Sheet and the Tent Card that goes along with it.

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BASICS

ROLLING DICE

  1. Whoever has the least amount of  Fan Mail plus Wits declares their desired action first. Then follow in increasing order after that. Negotiate ties. GM characters always use their given Reaction Value. You then perform the actions in order of the highest Action Point totals on down.
  2. While describing your action first declare your intent with the action.
    1. Then declare and describe the Approach and Method in which you will take the action.
      1. Approaches are the way that you handle a situation. Their value adds to your Active Dice Pool, and refreshes your Action Points by the value of the Approach. Each Approach has additional things that it does based upon which Approach is now made active.
        1. Force: Increases the Stress you do on your Action by 1 Success. And you gain +2 Dice to your  Active Die pool when rolling against a Grace based Opposition.
        2. Grace: You may change your declared action in a round for one Action Point, instead of three. And you gain +2 Dice to your  Active Die pool when rolling against a Resolve based Opposition.
        3. Wits: Recover additional Action Points +1 AP. And you gain +2 Dice to your  Active Die pool when rolling against a Wits based Opposition.
        4. Resolve: Your Defense is +1 Higher. And you gain +2 Dice to your  Active Die pool when rolling against a Wits based Opposition.
    2. Then add dice from your Method
      1. Your Methods defines in more detail the way in which you will meet a challenge. Add the value of your method to your Active Die Pool. The bonus your Method gives to your Active Die Pool also determines your base Defense for the round.
        1. Your Defense is the required number of success to inflict a point of Stress on your character.  So if your Method die value is 2 your opponent needs to get 2 success against you to do a point of stress, additional successes have no effect. Wagers should be used when you have larger dice pools.
        2. All Methods with 3 or more dice have a Flavor. When the Flavor of your version of the Method applies you gain a bonus die to your active die pool.
  3. Build your dice pool, and spend any dice  from your Active Dice Pool or Action Points required to perform the action.
    1. To take a movement action or other minor action costs 1 AP
    2. To  add an Adjective, Object, or Stunt cost 1 AP
    3. Performing an Active Defense cost no AP, but you must remove dice from your Active Dice Pool
    4. Performing a Direction Action costs 2 AP.
    5. Changing your Action after you have declared it in the Initiative Phase costs 3AP
  4. Resolve actions in the order of who has the largest  Active Dice Pool.
  5. As you perform actions you will be pulling dice from your Active pool into  your Direct Action, Wagers, and Defense pools as needed.
    1. The Direct Action, Defense, and Wager pools are only built at the time you perform the corresponding action. And they are built in secret, only to be revealed when rolled (that is why you have a tent card).
    2. Direct Action dice are rolled to take an action. Remove and roll a number of d6 from your Active Dice Pool. You need a number of successes equal to the Defense of  your opponent, or the Achievement roll you are attempting to overcome. Additional successes above the Defense do nothing, additional success above the Achievement may be beneficial depending upon how that particular Achievement works. When a roll succeeds against the opponents Defense you get one point Effect (usually Damage).
    3. Wagers are used to increase the Effect of a successful Direct Action roll.  For each die set aside as a Wager you may spend it to increase the Effect of the action and/or add more narrative description. When you succeed on a Direct Action by overcoming an opponents Defense each additional Wager may be spent to add a point of damage. Wager dice are not rolled they are spent to increase the value of an Effect.
    4. Defense dice are rolled to increase your Defense on challenges made against the character. Dice are pulled from the Active Dice Pool when needed, and once rolled there success are added to your current Defense rating. This boost to your Defense will last against all attacks from one opponent (or group in the case of Mobs) until you build your next Active Die pool.
    5. You may keep a number of die in your Active Die Pool, to carry over to the next round, equal to your current Approach. All dice from your Active Die Pool are lost at the end of a conflict.
  6. Dice that roll a 1 or 2 are Failures and added to your Challenged Dice Pool. Dice that roll a 3, 4, or 5 are Successes! And dice that roll a 6 refresh your Action Point total, even above your maximum, but not above 15.
  7. Once an Challenger declares an Attack each sides will secretly grab dice from their Active Dice Pools. Once the pools are set the Attacker will roll their Dice and count successes. Defenders will roll the chosen number of Defense Dice and add the success to their Defense value. Defenders need not roll any dice, or take any dice from their Active Dice Pool if they wish, but they still must cover their Active Dice Pool and offer an out an empty hand when the challenge starts. If the Attacker gets at least a number success equal to the Defenders Defense, then the action is successful, and generates one Effect.
    1. The value of an Effect is 1 if the action is successful, but the value may be increase by spending Wager dice.
    2. Using Effect Dice
      1. Do Stress to the target
      2. Create a Tag Equal to the value of the Effect. Tags are 1-3 word descriptions that your opponent can active to use against you. The opponent that created can use it freely against in this scene. After this scene, it costs 1AP, during the scene other opposition may use it as well for 1AP.
      3. Destroy a Tag. You may drain a number of dice from a Tag equal to the value of an Effect.
  8. MODIFYING CHECKS
    1. The GM can alter the the default challenge be removing 0-5 dice from your pool for External Challenges, and moving them to your Challenged Dice Pool. These dice are removed the represent the challenges in the environment for the task you are attempting to perform.
    2. For each die that is removed the GM must narrate one element that causes the complication. So “Heavy Rain is Lowering Your Visibility and making it Difficult to Hear” would remove 3 dice from your pool when attempting to eavesdrop on someone during a storm.
    3. Additional Internal Challenges can remove 0 or More dice from your pool and move them to your Challenged Dice pool. These dice can be removed due to effects such as Charging a Drama, a Power that makes its use more difficult, penalizing effects from your opponents, or any other effect that does not come from environment, but from internal choices the character is making or events that happened to you.
  9. MAKING ACHIEVEMENT TESTS
    1. Sometimes you need to make a check to overcome an obstacle in the story.
    2. Roll as usual and spend your Wagers to determine the level of Effect. But resolving the Achievement Test will have a mechanical result. See BUILDING ACHIEVEMENT TESTS.
  10. OPPOSED CHECKS
    1. Sometimes it is not about doing something to your opponent, it is about doing something better than them. In this you need only Split your dice pool into Action dice and Wagers. Defense dice will not be needed. Whoever rolls the most successes will narrate their results and spend their Wagers first.
    2. If your opponent in an Opposed Check got 1 or more successes than you did, and you got at least one, you will discard half (rounding up) of your Wagers before narrating your results.
  11. At the end of your action you will discard all of your Wagers if the action was unsuccessful. You may leave them if it was a successful action.
  12. STRESS
    1. You may Stress equal to their Resolve before you are removed from a scene. This Stress can come from any number of sources (i.e. Physical injury, Social drama, financial destitution, etc.)
    2. You may have more than one Stress track through various character options. If you have an appropriate Stress track you may instead record Stress in that track instead. So things like Armor and Presence may help you to resist injury and social conflicts respectively.
    3. You also have three blanks to fill in and describe Harm that you take. When you choose to take a level of Harm you may reduce the Stress that you take by two, and then record a Tag describing the type of Harm that you take.
    4. Harm is a Black die that is added to your pools from now on until you are able to recover from the Harm. Harm is rolled and added as a success just like any other die, but it must be added to every pool. You may split multiple Harm dice between your Action and Defense pools at the GM’s discretion.
      1. Harm does come with a complication. When a Harm die rolls a “1” you are immediately taken out, and gain a number of Plot Points equal to the number of Harm Tags on your character.
  13. RECOVERY
    1. At the beginning of the next GM phase you may erase all Stress and 1 Harm by spending a point of Fan Mail, and additional Harm by spending more Fan Mail.
    2. You take a Catch Your Breath Action for free at the end of any action scene, or by spending your action during a round of conflict.
      1. Catch Your Breath – Spend a full turn and spend no Actions Points for anything other than Defensive Actions and recover +3AP. You can not be at your normal Action Point Maximum when you perform this
  14. EARNING FAN MAIL
    1. At the end of a scene you may cash in 3 remaining Wagers for  1 Fan Mail. Wagers left at the end of a scene are then discarded. This is your last chance to do something with them.
    2. Through good role playing.
    3. By negatively invoking a Tag.
    4. You may have no more than 5 points of Fan Mail at any time.
  15. SPENDING FAN MAIL
    1. Spend one to recover 2 Action Points
    2. Spend them on Recovery.
    3. Spend them to activate certain Stunts and Background Effects.
    4. Narrate a minor effect in the story.  More Fan Mail can be spent for greater effects.
  16. TAGS
    1. Short and simple descriptions of something in a scene (object, mood, event, etc.). They are also used to describe the Dramas that make up a character.
    2. They may be used as part of an actions description either negatively or positively. When used positively they add 1 die to a characters die pool. You may add one Tag from a Drama, one from a scene, one from an Tag set up by a your or another character previously, and one from your Backgrounds. Additional Tags cost a Plot Point to use.
  17. DRAMAS
    1. Dramas are little bits that tell us about your characters emotions, beliefs, instinct, and history.
    2. Dramas need charging to be useful. At any time you may describe one or more of your dramas coming into play in a negative way. When you do this you will reduce your die pool be 3 dice. These dice are removed from your pool and added to your Challenged Dice pool, then mark one box on a related Drama with a “/”. Dramas can only be charged for a total of 3 points at any time (some abilities will increase this limit).
    3. Once a Drama has 1 or more points of Charge in it, a player may narrate an interrupt scene describing the effects of that Drama on the character. They then earn a point of Fan Mail,  and mark a filled box with a “\” turning it into an “X”. During the player phase this can take any form of scene, but during the GM phase it will usually be best to limit it to a flashbacks or a quick side conversation.
      1. During this scene a player may make a number of rolls, equal to the number of Drama Checks they are erasing,  to resolve a particular task they wish to accomplish, this cannot be an attack.
      2. Once that scene is finished you gains a corresponding number of Fan Mail.
    4. If a Drama has 0 Charge at the end of a session, and was not used during the session, it must be re-written.
    5. If a Drama has three “X” in it, erase all them and mark 1XP.
  18. EARNING ADVANCEMENT
    1. Characters gain 1XP for every Fan Mail that they spend. Held Fan Mail do nothing.
    2. For every 3 dice that are added to the Challenge Dice Pool mark a check on the Challenged Dice Pool track, and remove them from the pool. For every 3 checks you earn 1XP. Challenged Dice are penalty dice, but as they build you earn something for them.

 

 

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