Copyright 1999 by Michael Petty
Revision History:
Revised chart for rolling initial attributes 5-31-99
Added Optional Rule 2 5-21-99
Added Optional Rule 5-11-99
I know this happens to everyone, right? You're in the middle of the climatic confrontation in your RPG and someone describes the most hilarious action along with a ridiculously funny chain of events that sends the whole group into eye-watering laughter. Then the GM gains his composure and stops the fun, "No, seriously, what are you gonna do?"
Why's it always got to be "seriously"?
L.A.F.F.S. is a comedy RPG that borders on the absurd. Imagine
a rag-tag band of bumbling elves rescuing a blonde, brain-dead hot babe
of a princess from the castle of a fearful and flatulent tyrant.
Maybe you'll want to rocket into the future with a spoof of your favorite
sci-fi films-"May the spork be with you!" The setting and the story
are up to the wildest imaginations of you and your friends. These
rules for character generation and action resolution will merely help provide
the laughs.
Whatever the BOSS says goes. He has the final word on everything. Because of this almost unlimited power, choose a player to be the BOSS who is at least intelligent enough to know the difference between a good time and a six-hour lecture on the history of soap. If finding such a person is going to be difficult, stop now and break out the Monopoly game.
Though the BOSS should always play fair, he can make new rules, change these rules or do anything else as long as it's for the better of the adventure at hand.
By the way, the rest of these rules are written to him-the BOSS.
He's really the only one who needs to know all of this stuff to play.
Moves - The physical abilities of the character are modeled by this attribute. Coordination and even strength are represented by this value.
Brains - This attribute refers to the character's intelligence. It could be used if the character needs to think of something, perceive something through the senses or pass some sort of mental test.
Personality - A character's ability to relate to others is represented by this attribute. It could, for example, be used to see if a character can convince another to do something or whether or not two people like each other when they meet. If a character wanted to do something "out of character" the BOSS might use the Personality attribute to see if it would actually be carried out.
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and the other one is "5" |
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Next, each player can choose to raise the higher attribute (or one of them if there are two), up one more point and lower one of the other attributes by a point. For example, if Max the Wonder Ninja has Personality of "7", the player may choose to move the value up to "8" and lower Max's Movesdown to "4". As you can see, characters in L.A.F.F.S. usually excel in only one area.
If you chose, you can allow players to pick a single skill for their
characters. A skill would be something specific the character is
good at. When the character attempts it, he or she gets an extra
point added to the related attribute. For example, if Charlene the
Human She-Wolf has a unique ability to peer into the minds of those in
her midst, she could add "1" to whatever her Brains is when she
uses this power. Players should try to come up with off-the-wall
skills for your characters. I won't insult anyone's imagination by
listing examples.
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Players must roll the die again, once for each Foible his character
has. Use this chart to determine the Foible, then record it on your
Character
Sheet:
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Note that if a player rolls the same Foible twice, you may choose to let him re-roll or simply make the Foible twice as bad for the character.
Players may chose weapons and other equipment as fitting for the adventure. This is all up to you as the BOSS.
At this point, each player should have a very good idea of the make-up
of character. A quick sketch of the character may be added to the
Character
Sheet
to help everyone visualize the catastrophe about to take place.
Much of the time, a character will do whatever the player tells you his character wants to do. As the BOSS, you can simply fill them in on the important repercussions or other aspects of the story accordingly.
If a player wants to do something that you feel might have an uncertain outcome, however, you can have the player make and Attribute Check.
The player simply rolls the die and compares it to the character's attribute rating. If it's less than or equal to the rating, then the action is successful.
As always, it's up to you to interpret the roll further. For example, if Carl's Moves is "5" and he rolls a "5", he probably barely made it across. A roll of "2", however, would most likely mean he performed the action with extraordinary skill. Likewise, failed rolls are relative too. All roll interpretation is up to the BOSS.
Remember that as far as attribute checks go, you are always free to use the die in any way you choose. Opposed rolls may be used (two players roll and compare values) or perhaps you will choose to roll for a player if the player/character would be unaware of the success or failure of the action. Of course, if you decide it's necessary, the die may not even need to be used. You can simply compare attribute ratings. How's it feel to be so powerful?
It's suggested you keep this whole process simple and moving quickly. If you've just got to have more details, however, here you go. An action that requires no modifier is essentially an action that the "average" person could do about 50% of the time. Now, if you think the action the character wants to do would only be able to be done by the average person only 30% of the time, then you should lower the chances of success by 20% (50% - 30%). This translates to a "-2" modified attribute check (+ or - 1 for each 10%).
Dazed characters lose control over their actions for a turn or
so. As always, this length of time is up to you. Base it on
whatever has happened to daze the character. In this dazed state,
the character may stumble in a random direction thus causing some degree
of pandemonium within his or her surroundings. If you want, roll
a die for direction:
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Of course, the character can't take a beating forever. If a dazed character is struck again, he should probably just slump over and lie there awhile.
Often a weapon will be used on the character that would wound rather than stun. In this case you should have the blow strike the character in some less than deadly body part with a severity consistent with the attacker's roll. Then the character can just yelp in pain and remain mostly harmless for a time. The random direction chart above can be used for a character so maimed as well.
As a general rule, maintain the comic feel by keeping all damage less than would actually occur had the painful event really occurred. This is especially true if the characters get in a bit of a Three-Stooges-like slapping contest. It's rumored some BOSSes even encourage this type of thing. Geez.
A misfired weapon can have a random result based on this chart.
If the player rolls really bad when trying to hit the target, he may be
asked to roll more than once using the chart to experience multiple ill
effects.
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Feel free to modify these lists or simply make up your own comic effects on the spot. It's really all up to you in the end.
Return to New World Games.
This page was last updated May 31, 1999.