a blog of short and medium length ttrpg thinking posts

Monday, December 18, 2023

one roll, one choice

 FMC Basic does away with ability scores (quite rightly!), but you might still want something of the sort. But we're doing one roll, one choice. 

Roll 1d20:

  1. strong, fast, tough
  2. strong, fast, smart
  3. strong, fast, wise
  4. strong, fast, charming
  5. strong, tough, smart
  6. strong, tough, wise
  7. strong, tough, charming
  8. strong, smart, wise
  9. strong, smart, charming
  10. strong, wise, charming
  11. fast, tough, smart
  12. fast, tough, wise
  13. fast, tough, charming
  14. fast, smart, wise
  15. fast, smart, charming
  16. fast, wise, charming
  17. tough, smart, wise
  18. tough, smart, charming
  19. tough, wise, charming
  20. smart, wise, charming
Keep two; the other becomes a flaw. 
  • Strong characters deal +1 physical damage. Weak characters can't tempt fate to force doors, jump gaps, or the like.
  • Fast characters get +1 on attack rolls. Clumsy characters can't tempt fate to go before their foes.
  • Tough characters get +2 HP. Sickly characters can't tempt fate to resist poison, avoid disease or the like.
  • Smart characters get +1 capacity. Dull characters have -1 capacity.
  • Wise characters get +1 defense if they are not surprised. Foolish characters are still surprised if their party tempted fate to avoid it.
  • Charming characters can re-roll a negotiation roll; if it changes from negative to affirmative there will be some additional quid pro quo. Off-putting characters must tempt fate to avoid making a bad impression when meeting someone new.

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