For a start, create a character find a concept and a name you would like. If you created a Typyl character, you may also use that instead, where most of the character is predetermined already.
You start with the following already in-hand:
HP
10 Hit Points for healthPT
6 points to spend, more on it laterOther than that, choose a weapon/weapon type. Something tells me you might need it.
Role-playing Aspects (or RPA
) are six different areas used for interaction. This can radically change from game to game, depending on the game master. RPA
s are used for different interactions in the world.
When starting, each player has 1 point in every RPA
.
• COM
Combat
– engaging in any combat
• MAG
Magic
– using magic inside and outside of combat
• INT
Intelligence
– using intellect or knowledge
• SOC
Social Skills
– interacting with another character
• PER
Perception
– doing observation or suspicion
• REF
Reflex
– acting with movement
You can spend 3 points (PT
) to add +1 to a single RPA
of your choice.
For creating a character, the cost is 1 PT
instead.
※ Every other non-playing character have these stats as well.
To make fights a bit more interesting, Stats (STAT
) are introduced to spice up battles. They are based on a Typyl character's stat growth.
Each player starts with 5 points of each STAT
:
When creating a character, you can freely give up to 4 points and add it to their inverse.
(We don't recommend spending a PT
here when creating a character)
• STR
Strength
– Physical Damage, ranged or not
– Inverse: RES
• RES
Resistance
– Magical Guard
– Inverse: STR
• SOR
Sorcery
– Magical Damage
– Inverse: DEF
• DEF
Defence
– Physical Guard
– Inverse: SOR
• SPD
Speed
– Speed, helps in dodging
– Inverse: VIT
• VIT
Vitality
– Vitality, also adds to your health
– Inverse: SPD
You can spend a point (PT
) to add +1 to a single STAT
of your choice.
※ Every other non-playing character have these stats as well.
If creating a character without a template, simply draw 9 blank circles in a line horizontally with the inversing stats on each side. You can optionally exchange the 5th circle to a line to be clear in the middle. Then fill in the circle towards the direction you have more points in.
Example: STR ○ ○ ● ○ | ○ ○ ○ ○ RES
= +2 STR
-2 RES
= 7 STR
3 RES
Skills are free-form and entirely made up to the player. It cannot be too broad as long as it can cover a field of expertise and never usable outside a specific area. An example of this is “Ranged Combat” which is as broad as it should get but can build upon it into something a bit more specific like knife throwing followed by knife aiming.
You can give yourself a skill by spending 2 PT
, but when creating a character only 1 PT
per skill is necessary.
※ Remember when creating a character, you start with no skills. Be careful, on spending them all on either STAT
s or RPA
s.
Weapon Skill is a free skill coming from your weapon of choice, it should be related to your weapon of choice and must not be too broad to cover all of it. It can be as simple as “Bash” for bash weapons. You can only have one weapon skill.
Qualities are very broad skills, jobs or a stereotype like Soldier, Attentive, Strong, Talkative or Smart for instance. You can only have a single quality.
Aspects refers to the 60 Aspects of Furria. Aspects can give bonuses to actions related to the specfic aspect. When creating a character, you can choose up to 3 aspects and you can give up an aspect slot to power up another aspect.
For tasks resolutions, roll a number of d6 (six-sided dice) plus one based on how many skills you have that would reasonably help you doing the task. After rolling, pick the dice which becomes your result. For every other dice than the one picked, add one more point that faces up with a 6.
Roll | Success? | Degree of Success | |
---|---|---|---|
0- | No, and…, and… | 0 | Heavy Critical Failure |
1 | No, and… | 0 | Critical Failure |
2 | No | 0 | Failure |
3 | Yes, but… | 1 | Partial Success |
4 | Yes | 2 | Success |
5 | Yes | 3 | Success |
6 | Yes, and… | 4 | Critical Success |
7+ | Yes, and…, and… | 5 | Critical Success |
For interactions that are not actively resisted, (like scenery or environment) refer to the “Success?” column on table in the right.
Rolling a critical failure means you failed and a simple bad thing happens, a partial success that you succeed but something else bad happens despite your success and a critical success means that you succeed and another good thing happens. The effect is greater the more points you get in a roll.
It is very unusual to gain a heavy critical failure where you fail and two bad things or a worse result happen. The only way to get it is somehow having “bad luck” where your chances of success is decreased.
Any interactions that has conflict are all considered a form of combat, be it a social, physical or magical combat. For conflicts the table for non-conflict interactions are not applicable.
In social conflicts and alike, roll again for “damage” then the damage will be the following:
Dice result
+ User RPA
- Rival RPA
With the RPA
being dependent on the situation at hand.
Their social HP will be reduced based on the result. When either has their HP go down to 0, the conflict resolves in a success or a failure based on who won. If the player wins, they finally got their information, or discount, or convinced them to turn around and run for some reason.
In actual conflict where life is on the line, it goes exactly the same as a Social Conflict.
There will be turn order, however, which is dictated by:
Character's REF value, + dice result
If STAT
s are involved however, refer to Actual Conflicts with STATs.
Tip: If your character dies, do not worry, they are not completely dead, thanks to the rules of Furria! You can find them back at your last “save/rest point”. (Like the town. A good idea to retreat if that's the case.)
If STAT
s are involved, stats are caculated this way instead, depending on the situation:
Attacker's roll + Attacker's STR
- Defender's roll + DEF
(physical); orAttacker's roll + Attacker's SOR
- Defender's roll + RES
(magical)The all of the character's HP also changes accordingly:
Your COM value + your VIT value
+ 10
Turn order will be the same way but is now also dictated by both REF
and SPD
with the role of the dice. If there was a tie, the one with the higher speed goes first. If they also have the same SPD
, the same is done as before: both will still have to roll every time when their turn comes.
After a conflict or a session, the Game Master may give out 1-4 PT
of experience.
The PT
can spent in a number of ways:
1 PT
for a single STAT
(if stats are involved)2 PT
for a new skill3 PT
for a single RTA