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Gianlucca Rech (order #31333391)

COMBAT
Combat is handled in the same way as Skill rolls,
with a few differences. Instead of the GM assigning
a Difficulty Rating, your opponent provides one.
Quick Play Guide
During combat you're trying to do two things at the
same time: hit someone and avoid being hit FAST is a full-featured, rules-lite,
yourself. universal RPG that’s offered at a price
that won’t break your piggy bank.
Your DEX provides Success Points for both Attack
and Defense, but you split your Combat Skill (like
Hand-to-Hand, Melee Weapons, or Ranged FAST works for all power levels and
Weapons) between the two activities. Where you genres, from gritty and realistic…to high
place your Skill dice in combat determines how fantasy and sci-fi…to costumed super
aggressive or cautious you want to be. heroes…and beyond. In FAST, there is
no random character generation - - you
SEQUENCE OF COMBAT
get the character you want and all the
1. INITIATIVE: Roll 1d6 and read it normally
(not as you would with FAST dice). Add this abilities are bought at a point-for-point
result to your REACT score. The highest basis. There are no complicated tables
Initiative acts first and any tie results must re- to look up or intricate formulas to
roll to break the tie. remember.
2. TO HIT: If you have more Success Points on The emphasis of FAST is to take the
offense than your opponent has for defense,
then you have successfully hit him. Tie work out of role-playing and focus on
results go to the defender. The amount by That’s it - - the core rules of FAST. The complete just having fun. Are you tired of combat
which you exceed your opponent’s result is rulebook contains all the Skills, Powers, and other that takes hours to resolve? Frustrated
called "Overkill" and it is the starting point for game mechanics to allow you to run any genre at with having to purchase a dozen
figuring out the damage of your attack. any power level. If you can imagine it, you can
separate skills just to have a competent,
play it. At FAST Games, we strive to offer high
3. DAMAGE: Damage done to your opponent is quality RPG materials at a low price. We produce Freestyle Adventure well-rounded character? The FAST
RPG does away with all the stuff that
equal to one-half of the Overkill (round up), these products with a passion for the game and
without corporate overhead.
Story Telling RPG bogs down game play; a few 6-sided
plus the strength of the attack: either the
attacker’s BOD for Hand-to-Hand, BOD + dice and your imagination are all that
weapon bonus for Melee Weapons, or the you need.
Strike Power for Ranged Weapons. A Different Kind of
Role-Playing Game This Quick Play Guide covers the basic
4. ARMOR: Armor of your opponent, if any, is
subtracted from the damage done by your mechanics needed to get started playing
Do you like playing in a variety of the FAST game system. The complete
attack.
settings, but don’t want to learn a new game, which also includes rules for
5. HIT POINTS: Whatever damage is left after set of rules every time you switch character creation and superpowers,
Armor is subtracted is then applied against campaigns? If so, the Freestyle can be found in the Freestyle
Freestyle Adventure Story Telling RPG and all artwork
the target’s Hit Points. At zero Hit Points, the Copyright © 2002 by FAST Games Adventure Story Telling may be the Adventure Story Telling RPG
target is unconscious. Larry Babb, Steve Bruns, and Woody Babb
game system for you. rulebook. Look for FAST RPG events at
The Freestyle Adventure Story Telling RPG, FAST logo, and FAST Quick
Play Guide are the artistic and intellectual properties of FAST Games. The a gaming convention or demonstrated at
FAST Quick Play Guide may be photocopied for personal use only.
Email all inquiries to Larry Babb at ltbabb8@yahoo.com or by mail to:
a hobby store near you.
FAST Games, Attention: Larry Babb
2508 Denlo Ct.
Fenton, MO 63026

Visit our website at www.fastrpg.net


Gianlucca Rech (order #31333391)

SKILLS and SKILL ROLLS EXAMPLE: Laredo Graves is trying to


sneak up on the undead guardians who are
Skills are broad categories of abilities that blocking the entrance to the Master
Laredo Graves allow characters perform a variety of actions. Vampire’s lair. The GM decides this task is
Texan Vampire Hunter These “Skill Effects” cover anything within that a Difficulty Rating of 9 —the monsters are
particular Skill. Skill Effects can also overlap anticipating trouble! Laredo automatically
between different Skills; the Skill Effect to climb gets 7 Success Points from his Dexterity, so
Primary Attrib Secondary Attrib a rope could be achieved using the Outdoor, now it’s time to roll them bones! His Thief
DEX 7 HP 18 Thief, or Athletics Skills. Skill levels range from Skill is ”2” and will provide the Skill Effect of
BOD 6 MP 21 1 (Student) up to 5 (Master). stealth that Laredo needs. He grabs a pair
of dice and rolls a 6 and a 5 (which gives 2
INT 6 React 6.5 + 1 = 3 Success Points) The final result is
WIL 7 Fate 5 EXAMPLE: Suppose a rogue character has
a Thief Skill of 3, making him a proficient 10 and it exceeds the Difficulty Rating of 9,
cutpurse. All of his thieving abilities work off so Laredo successfully creeps past the
Skills Level Specialization this number. The Skill Effects available guards and moves closer to confronting the
include picking pockets, opening locks, and horrors below ground…
Animal 1
hiding in shadows, just to name a few.
Athletics 1 PLOT HOOKS
Charisma 2 FAST uses the basic mechanic of generating Plot hooks are notable details that contribute to
H-to-H 3 Success Points to resolve Skill Rolls. Here’s the details of the game. They include:
Language 1 Spanish how it works:
Melee Weap. 3 Knives Campaign Contributions: You can submit
PRIMARY ATTRIBUTES 1. The GM sets a Difficulty Rating for things like journal entries, artwork, and villain
Outdoors 3
the task that the player must beat. ideas to the GM for use in his game world.
There are four basic Attributes that define a character. Professional 3 Cowboy
The average human score for each Attribute is 5, while
the maximum human score is 10.
Ranged Weap. 5 2. The player automatically receives Flaws: Major defining elements of your
Thief 2 Stealth Success Points equal to the most character. Could be anything from a missing
Paranormal and high fantasy characters might have relevant Attribute (DEX, BOD, INT, or arm, adhering to a strict code of conduct, or
scores in the teens. Costumed superheroes may havePlot Hooks WIL). being a social outcast.
scores that reach into the twenties and beyond.
5 Flaw: Sense of Duty
3. The player receives additional Traits: Something fun or unusual about your
DEX The DEXTERITY Attribute shows a (Protect mankind from supernatural) character. Minor in scope and generally not
Success Points by rolling a number of
character’s nimbleness, agility, and speed. 1 Trait: Ladies’ man 6-sided dice equal to the most combat related.
BOD The BODY Attribute represents strength, 1 Trait: Overconfident relevant Skill. You get no Success
endurance, and physical resilience. 1 Trait: Western attire Points for any “1” rolled on the dice,
INT The INTELLIGENCE Attribute measures IQ, but rolling “2” through “5” gives you 1
1 Trait: Stetson hat never falls off
perception, and reasoning ability. Success Point and each rolled “6”
WIL The WILLPOWER Attribute gages courage, 1 Trait: Likes to carouse/gamble gives you 2 Success Points.
presence, and force of convictions. Interpreting dice rolls this way is
FATE POINTS called “FAST dice” and it is used for
SECONDARY ATTRIBUTES all dice rolls except Combat Initiative
These are computed from the four Primary Attributes: A player may spend Fate Points to increase and Fate Points (Combat is explained
Skill rolls, Combat rolls, or damage done. Each later and Fate Points are used to
HP Hit Points determine how much physical Fate Point is worth 1-6 Success Points, as improve dice rolls).
damage your character can sustain before rolled normally (not as FAST dice, as
going unconscious or dying. HP is equal to explained later). The intention to use Fate 4. Add the FAST dice result to the
BOD x 3. Points must be declared before the Skill Roll. Attribute score. Anything higher than
MP Mind Points represent mental power; such Once spent, Fate Points are gone until the the Difficulty Rating is a success, but
things as spell-casting ability for mages character earns more. any result less than or equal to the
and sanity for paranormal investigators. Difficulty Rating is a failed attempt.
MP is equal to WIL x 3. Fate Points may also be used to have a
React Determines how quickly your character favorable happenstance occur for the
responds to stressful situations, especially character, like finding a little money under a
in combat. REACT is the average of DEX couch cushion or catching hold of a rock
and INT. outcropping after a failed Climbing roll.

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