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Section 1: Introduction
FAST (Flexible Adventure System, Task-oriented) is a simple role-playing game. In the early days of commercial role-playing games, game systems were relatively simple. Their rules did not fill multiple 100+ page volumes with rules and fine print. They depended on the gamemaster to interpret the rules in the manner that best fit the style of the group of players and the world he or she had created for those players to play in. Simple gamesystems had another advantage. The gamemaster and players could easily remember and understand the rules. This made it much easier for the gamemaster to modify and add to the rules when needed for the campaign world, without having to worry that the modified rules might interfere with a rule in a footnote in the second column of the 343rd page of the ninth volume of the rules. FAST has been designed to recapture the simplicity of those mid-1970 RPG rules, but with more modern (skilloriented, build your own character) game systems. FAST was designed for use by experienced roleplayers who desire a simple, clean system for use in a storytelling and/or roleplaying oriented campaign. While the examples used in this brief manual are fantasy oriented, FAST is usable in any genre.
... she is haughty and looks down on just about everyone (unless they are one of her rare friends)... 2 points].7 skill points [M] Master (4+ for success).. Riding [Basic Familiarity.. 8 points].. and extremely loyal to the his class..2 skill points [S] Skilled (10+ for success). He is an excellent swordsman. Born to a disgraced noble house.. Players create characters by first writing up a paragraph or two on their character and then assigning skills to their character based on that description....... 2 points].... 2 points].. A GM may limit the maximum skill level a new character may start with. Skills: Sword [Skilled. sometimes... that magicrelated skills cost twice the normal amount of skill points... The GM sets a number of points that players have to buy skills in the campaign.. he is suave and polished in his manner... common sense can be appalling.. She is constantly scheming to either restore her house to honor or to bring down those houses who she blames for the fall of her own house. and athletic gentleman. 2 points]. Salome the Enchantress .. 1 point]. Lyndon Lyndon is a tall. A GM may rule that special skills (those that require special or rare abilities in the campaign world and therefore cannot be learned by just anyone) require twice as many skill points as listed...... Fast Talk [Trained.10 skill points Salome is a petite.. Hunting [Basic Familiarity. She is quite skilled at Illusion magic and is trying to learn Necromancy so she can summon up the shades of those who destroyed her house and punish them. 1 point]. quick-tempered. Witty Repartee [Trained... The unlanded son of a minor noble... carousing with friends.. Brawling [Trained.... dark-haired woman with severe features.. Seduction [Basic Familiarity... Thrown Dagger [Basic Familiarity.. Skills: Illusion Magic [Skilled. The Gamemaster (GM) can modify outrageous proposals... He is fond of brawling in bars.. Courtly Graces [Trained.. The following example characters assume that 15 skill points are available. The number of points a skill costs depends on the character's ability level in a given skill: [B] Basic Familiarity (16+ for success). Seduction [Trained. 1 point].......... Courtly Graces [Trained. 1 point].. 2 points]... or ban the character from a particular adventure or campaign.. He is proud. handsome.Section 2: Character Creation Each player must create a character. and courting lovely or powerful ladies.1 skill point [T] Trained (13+ for success.. and is skilled at witty repartee...4 skill points [E] Expert (7+ for success)... 4 points]... and that the maximum starting skill level is Skilled..... Necromancy [Basic Familiarity.. suggest appropriate changes............ 2 points].. He hopes to marry well above his current station.. His lack of useful knowledge and. 2 points].
. casting a powerful spell is much harder than casting a simple spell... For a skill known at the Skilled level... the GM will ask the player to roll 1d20 and tell the player any modifiers that must be applied to the result.......... the final result must be 13 or greater.+2 Frequently Performed Task.............-6 Skill Versus Skill: If two characters pit their skills against each other (e...... For a skill known at the Master level.-2 Difficult..-2 Wounded (less than 75% hits remaining)......... depending on the circumstances..-4 Wounded (less than 50% hits remaining)........ . A modifier may be of any appropriate amount..Section 3: Skill Resolution Skill Success Roll: When a player has his character attempt to use a skill in a situation in which he or she might fail...-10 Very Ill...0 Never Done This Before.......... etc...+4 Extra Time Taken.... Modifiers: The GM may assign a modifier to the Skill Success Roll.. For example... The result of the die roll.... While the GM is free to assign modifiers as needed...... determines whether or not the character succeeds in using the skill. No Skill: Players will often have their characters attempt to do something for which they do not have a skill......... up or down....-7 Wounded (less than 25% hits remaining).......+2 Easy..... For a skill known at the Basic Familiarity level..... the final result must be 10 or greater.-4 Daunting.+2 Average...g...............-1 Hard. the character who makes his/her skill roll by the greatest amount succeeds. a magic sword may give a bonus in combat.... For a skill known at the Trained level......... If the GM determines that a Skill Success Roll is needed...... the final result must be 16 or greater... For a skill known at the Expert level..... the final result must be 7 or greater...... here are some suggested modifiers: TASK COMPLEXITY OTHER MODIFIERS Simple........... the final result must be 18 or higher... Sword attack vs Shield parry)... the final result must be 4 or greater...-6 Nearly Ill..............-3 Impossible. being wounded might mean a penalty to most actions. scaling a cliff is harder without the right equipment. as modified..
with a minimum of 1 point of damage. he must defend with the same skill each time and must suffer a -2 modifier for each additional attack. giving a 5 foot person 20 points of Body. Damage heals at one point per two days of total rest without proper medical care. three for rifles and explosives.) Determining Damage: If a hit is made in combat. The suggested amount for a humanoid of near average mass is 2 points per full half-foot of height. Damage is subtracted from that value. The protection value of any armor the character may be wearing is subtracted from this amount before it is applied to the character's Body. the third at -4. one point per day of total rest with proper medical care. the character who was hit suffers damage at the end of the round.e. Attacks on aware opponents are normally resolved "Skill versus Skill": the skill the attacker is attacking with versus the skill the defender is using to defend with. two for large melee weapons or small firearms. and four (and higher at GM option) for extremely deadly weapons or attack forms. Generally. etc. All actions are considered to be simultaneous even though they must be resolved one at a time. This means that any damage or other effects are not applied until the end of the round. defend against the second attack at -2. . Damage is equal to the number of points by which the attacker made his/her skill roll (up to 5) times the damage class of the weapon. Each round lasts long enough to allow each participant to attempt one action. and heavy armor subtracts 5-6 points of damage. (i. Damage class is only one for small hand-held melee weapons. medium armor subtracts 3-4 points of damage. When it reaches 0. Effects of Damage: Each character has a fixed number of BODY points assigned by the GM. Light armor subtracts 1-2 points of damage. the character is unconscious or dead as the GM decrees. If a character is attacked more than once in a single round. minor monsters and non-player characters will be dead while player characters and important nonplayer characters will be unconscious unless specifically killed by their attackers.Section 4: Combat and Damage Combat: Combat is handed in rounds.
but once used a Fate Point is permanently lost. 1 Fate Point will cause a minor bit of non-combat luck to come the Skill Purchase/Advancement: Players will probably want their characters to learn new skills and improve those they already have during the course of a campaign. Improving a skill from Expert to Master costs 24 Adventure Points. they can learn from their experiences and improve. Must be spent before the dice are rolled. but all negative modifiers for task complexity are reduced by 50%) costs 36 Adventure Points. a player spent some of his/her characters earned adventure points for up to 5 Fate Points. One Fate Point costs 1 Adventure point. Improving a skill from Trained to Skilled costs 12 Adventure Points. These costs are doubled if the skill in question is one the GM has ruled special. but no character may have more than 10 Fate Points at any time. Such things normally require GM approval as they are only possible if the character has been practicing or training in the desired skill in the game. character's way. Improving a skill from Master to Legendary Master (the same 4+ roll as Master. Adventure points can be spent for Fate Points and Skill purchase and advancement. The GM should award each character from 0 to 5 Adventure Points for every session the character actively participates in.) 4 Fate Points will allow a player to change a character's action immediately after seeing the results of that action. Improving a skill from Skilled to Expert costs 18 Adventure Points. Acquiring a new skill (at Basic Familiarity) costs 6 Adventure Points. Fate points may be used in the following ways. (The GM decides exactly what this is. 1 Fate Point will modify any one die roll by plus or minus five (as the player wishes).Section 5: Character Development Adventure Points: As characters participate in an ongoing campaign. 1 Fate Point will modify any one die roll by plus or minus two (as the player wishes) if spent after the dice are rolled. An average session should probably earn 2-3 points.) 2 Fate Points will cause a major bit of non-combat luck to come the character's way. Fate Points: Before the start of any session. (The GM decides exactly what this is. Unused Fate Points carry over from session to session. . Improving a skill from Basic Familiarity to Trained also costs 6 Adventure Points. based on the complexity and danger level (to the character) of the session AND how well the player roleplayed the character and participated in the adventure.
allow with the rule for reducing Body in starting characters also provides the variation in the amount of ..g. For example.6 points Design Note: Personally. For example..2 points Major (seriously inhibits character about 2 sessions in 3).. Character Creation: Reduced Body: Characters can reduce their starting Body up to 50% (e. The GM must approve all disadvantages and ruthlessly use them in play.Section 6: Optional Rules Character Creation: Disadvantages: Characters willing to take real disadvantages could earn a few extra points to build their characters. If your campaign's starting skill points are lower than 10 or greater than 20. to 30 for a character starting with 20) by spending adventure points: 5 Adventure Points per point of Body increase.4 points Severe (seriously inhibits character about every session). you will probably want to adjust the number of extra skill points disadvantages give. down to 10 for character starting with 20) getting one additional skill point for every point of Body they give up. Character Development: Increasing Body Points: Characters may increase their Body points by as much as 50% over their starting value (e. of course. This rule. This would represent toughening though training. the reduced Body value is the starting value. It's also an excellent way to create older.. some way to allow a limited increase in a character's ability to take damage could be very useful. However. the maximum the character's Body could be increased to with adventure Points would be 15. if a Character started with a Body of 10 (getting ten additional skill points). more experienced characters or scholarly characters who have spent their life with their nose in a book. I prefer just to give people enough points to build their characters to start with and keep character disadvantages to the character descriptions instead of the game rules. Design Note: This is a disadvantage. the skill point bonus is based on the suggested 15 free starting skill points. this simple system should do.. Skill Resolution: Automatic Success/Failure: The GM may rule that a natural roll of 1 always fails and a natural roll of 20 always succeeds. There would be three levels of disadvantages: Minor (seriously inhibits character about 1 session in 3). you will probably want to adjust the number of extra skill points each point of reduced Body gives. regardless of modifiers. If your campaign's starting skill points are lower than 10 or greater than 20. even a natural roll of 20 would not allow a character to flap his arms and fly (at least in most universes) nor would it allow an unconscious character to dodge someone trying to slit his/her throat. Again. this may not be used to accomplish truly impossible tasks. However.not one the GM has to constantly work to include in her game sessions. but it is a self-enforcing one -. for those who prefer otherwise. If the option Experience rule about increasing Body points is also used. The skill point bonus is based on the suggested 15 free starting skill points.g. Design Notes: In some types of campaigns.
damage people of a similar size and mass can take which is seen in the real world. .
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