1) Introduction

This is not another Advanced Fighting . There are other re-imaginings of AFF to which those authors believe their game is fun and easy. I beg to differ.

We are going right back to 1984 and Steve Jackson’s Introductory Role Playing Game. Let’s start with the first FF platform you can adapt and modify to give your adventures a Fighting Fantasy flavour.

This time it’s about running your own inspired adventures in the Fighting Fantasy Style. At the same time keeping a high level of compatability with the Game Books.

This is meant to help make adventures immersive and where anything can happen. Without having to pause, look up tables, find the rules and roll dice to see if you are having fun yet.

2) Some Assumptions before we start

If you are reading this then you must be familiar to Fighting Fantasy. If not, you owe it to yourself to play through a couple of the early game books.

Also a copy of Titan, Dungeoneer and Blacksand (the original Advanced Fighting Fantasy) will give a good grounding in creating your own campaigns in the Fighting Fantasy world.

Of course you can opt not to, but it really is a shame to miss out on that Fighting Fantasy goodness.

And of course you need to be familiar with Role Playing Games in general. If it helps - think of a movie set - Directors create the scenes and the Heroes describe their actions and what they wish to do. The Director controls what the outcomes will be. Enough said.

3) What makes FF RPG Hack 2 better? • Easy Hero Creation • There is no Skill tests, all situations use Luck tests instead. • The combat system has been streamlined to be faster with no weapons table look ups. • Equipment or Loadout is improved so you always have what you need. • Progress your Hero by spending Loot to buy Perks the at the Heroes Guild • Magic system using scrolls as an inventory item.

4) Hero Creation

Don’t be a sword practice dummy, think of a good name and make your Hero unique.

To make this real quick and easy you don’t have to think of words to decribe your Hero.

On the adveture sheet there is a Character Traits section with five personalities on a sliding scale. Frosty ~ Friendly (how socially adjusted) Meek ~ Bold (how courageous) SneakSampley ~ Honest (how trustworthy) file Wild ~ Mild (how in control) Earthly ~ Saintly (give in to pleasures or have you a higher purpose)

Put a tick that represents where your Hero is at.

Or let the 1D6 decide (roll again if six) 5) Rolling the Skill, Stamina, Luck & Magic

Record each on your Adventure Sheet respectively

Rolling for Skill 1D6+6 Opposed roll used in combat Represents fighting ability

Rolling for Stamina 2D6+12 Your Health, more points the better. 0=unconscious, >0=dead

Rolling for Luck 1D6+6 Unopposed rolls Used to determine the outcome of an action or situation

Rolling for Magic Scrolls 1D6+3 Unopposed rolls How many magic scrolls you can carry and use

6) Using and Restoring Skill, Stamina, Luck and Magic

Skill

Your Hero’s Skill score represents fighting ability (swordsmanship and armour)

Fighting will be dealt with shortly in the Combat section.

In the old FF game books it was fun to have a Skill level of 12 and be immortal. In our Role Playing Game it is too powerful and detracts from the story and enjoyment quickly. To balance the mechanics out, Test your Skill is now Test your Luck. See Luck section below for more.

Stamina

Your Stamina keeps you alive. It will gradually be lowered by your Hero’s encounters. Combat will affect Stamina the most.

You can replenish these points by eating provisions or taking a stamina potion.

If your Stamina reaches zero, you are unconscious. You regain consciousness after a fight finishes or when the Director instructs. You will have a big headache and your Stamina is now one. Be careful.

Below zero and your character is dead. You can create a new character or try a Magic Scroll, see what hSampleappens. file Luck

When you need an outcome to an action or situation, you will roll against your Luck score.

Roll 2D6 and compare to your Luck score. If you roll equal or under you are lucky. If you roll over you are unlucky. Always remember to deduct one Luck point either way. See Perks section for further details.

A Luck Potion will restore you up to initial levels.

Also encountering fortunate events and situations can up your luck according to the Director.

Magic Scrolls

Magic is held in scrolls as an inventory item.

This is a classless system, so no need to be a wizard, cleric, mage, necromancer etc. We are all Adventuring Heroes here belonging to the Heroes Guild.

Just break open and read a scroll will unlock the magic within.

Magic is a roll under system. To cast a scroll, roll 2D6 against your Magic Score. Equal to or under the score and the cast is successful. It should do what you want it to (hopefully).

Roll over your score and the spell does not work. There may be side effects. The Director will tell the Hero about it if they use an OOPS! table.

Magic Scrolls can only be used once, so cross it off your list. You usually can find scrolls in market places, travelling merchants or more powerful ones hidden away in dungeons full of traps.

To get you started here are a few well known scrolls from previous FF books:

Scroll of Creature Copy Scroll of ESP Scroll of Fire Scroll of Fool's Gold Scroll of Illusion Scroll of Levitation Scroll of Shielding Scroll of Strength Scroll of Weakness

7) Combat

The rules for combat exactly are the same as in the FF game books. No extra dice rolls or lookup tables for armour or weapons. However, instead of deducting two stamina points of damage each round we’ll deduct the difference in Attack Strength. This will reward harder hits with greater damage and make fights deadlier.

Roll 2D6 for yourself and add to your skill score. Do the same for your foe ie roll 2D6 and add to foe’s skill. The highest score wins that round. The difference in the two scores is how much stamina is deducted from the loser. Repeat until someone’s stamina is zero or below.

An example is : Your skill = 10 roll 2d6 = 9 Attack = 19 Orc SkSampleill = 8 roll 2d6 = 6 Attack = 14 file 19-14= 5 points stamina damage to Orc 8) Potions

Potions are little vials of liquid, medicinal in nature.

Potions of Skill, Stamina or Luck are the most common, bringing levels to their original state, or as the Director allows.

Other potions may include: Potion of Anti Poison Potion of Cure Disease Potion of Strength

Once used cross off your adventure sheet.

Beware of potions that are not labeled, they can be cursed too.

9) Provisions

Eating a meal or provisions from your back pack will restore four Stamina points per round.

Adjust your Adventure Sheet after a meal.

Usually you start an adventure with a set amount. Large outings ten provisions is typical. The Director can adjust accordingly.

You can eat a meal anytime except during combat.

10) Equipment Carried – The Heroe’s Load Out

** The Heroe’s Load Out has what you need when you need it..

There are a maximum of five slots. Each slot carries one item of general adventuring equipment.

It’s not magic. It’s like the toolbox in the garage or a first aid kit. You probably don’t know everything that is in the kit, but you rely on it to have what you need when you need it in an emergency.

If you need a rope, the load out will have it. Tinderbox and torch? Load out will have it. Grappling hook, mirror, wooden stakes, thieves tools, lockpicks...

It is not unlimited though, once you have used what you need then that one slot is empty.

You can replenish load out slots at markets or travelling merchants.

Also note, the Load Out is only for equipment. It does not contain potions, magic scrolls or weapons.

11) Perks - Character Development

Perks Sampleshow that our Hero has gained in wisdom and agility with each n ew afiledventure.

Perks are physical actions put to a Luck test with greater chance of success.

When tested, a Perk adds one as a modifier to the Heroe’s existing Luck score. If successful then one Luck point is NOT subtracted.