Surtur and littlebiscuits guide to F.A.T.A.L

While I'm waiting for the victor with exploded balls to post his action, here's what I got in the FATAL character generator. Introducing Yayuk, the kobold with a nice butt and awkward speech patterns!
 

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Warin can declare an action too, he's not dead for another 18 seconds.

As for the proper game, I'm gonna wait till this little trial run is finished and I get to practice to run a few non-combat skillchecks, then I'll be accepting players and trying to think of a non-retarded way to explain the race-hatred UN gathering.

So everyone's agreed on ULTRA-FATAL? Anybody have any strong opinions on Not There's suggestion to limit player's ages? I'd accept infant PC's but I'm definitely gonna abuse my GM status to make sure they get killed before anything bad can happen to them. Not comfortable with running a pedo-game, even if that's awfully UNFATAL of me.
 
Why do Kobolds show up so often?

I forget where I saw it (or I'm hallucinating because I tried reading 1000 pages of that trash guidebook), but you have a 50% chance of rolling Kobold using FATAL's character generator. Jason and Darren's review, possibly: http://www.rpg.net/reviews/archive/14/14567.phtml

Edit: nope, not that one. I've been googling "Byron Hall FATAL rpg" since I found this thread, but I'll keep looking while I complete this character.

FATAL is love. FATAL is life.
 
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Okay, sounds like a bug in the generator. To avoid historically and mythically inaccurate kobold supremacy, I'm going to insist that everyone joining the game rolls for race manually and then gens up a new character with that race selected. Also, if you really want to avoid the risk of being saddled with an infant character I'm going to consider manually selecting "Young Adult" to not be cheating.

If you've already spent time finishing up your character roll then don't worry about regenning, that'd just be mean.
 
Okay first six people to PM me a completed character sheet are coming From Adventure to Adult Lechery. If you're too late, I'll cycle you in as people die or drop out.
 
Sorry I also fell asleep.
Ingelgram's mania kicks in and he is full of energy even as his testicles explode in a gory fashion. He tries to ram both his blades into Warrin's torso to finish him off as painfully as possible.
That Dairymaid might have to go looking for children anyway.
 
Okay first six people to PM me a completed character sheet are coming From Adventure to Adult Lechery. If you're too late, I'll cycle you in as people die or drop out.

I'll try and finish up mine tomorrow
 
In the meantime, I'm actually getting confident enough with this retarded-ass system that I think I could actually run a game of this and give mankind the first ever FATAL game in recorded history. From what I've read online, there are a handful of anecdotal claims to have run a game of FATAL, and all of them reek of bullshit to me ("oh man, it took THREE HOURS just to roll our characters"... yeah, right. There's no way anyone rolled FATAL characters that quickly).

Okay, so a couple conditions.
- It has to be play-by-post, whether on this forum or elsewhere. The game will progress slowly, but there's no way I'm gonna schedule a time to play live only to have everyone sitting around for the 40 minutes it takes me to calculate whether or not a character's hat fits comfortably and whether or not he fumbles putting it on and gets struck by lightning because the gods are displeased. This game absolutely will not work live.
- It's gonna be a really really short and simple quest, which will probably take an eternity under FATAL rules anyway.

And some choices that any volunteers will have to decide on before we proceed. What would you prefer we do?
Character Generation
Option A - Go Ultra-Fatal. Totally randomise everything, and probably have the party try to race-war each other the minute the game begins.
Option B - Try to make this bullshit workable. Humans only, choose your age, but randomised occupations, which is something the rulebook actually suggests.
Option C - Try to fix Fatal. I could fuck around with the chargen to get a stereotypical D&D-style six-man adventuring band for you to pick characters from, with whatever the FATAL equivalents for Fighter, Ranger, Rogue, Bard, Wizard, and Cleric are.

Game Mechanics
Option A - Go Ultra-Fatal. Play by the book. Follow the rules to the letter, even when they're obviously broken and impossible. Make you roll to see if you succeed in walking from point A to point B without fucking it up. Deliberately try to find ridiculous rolls to make you perform for every action you attempt. Check forehead circumferences every time you try to wear a hat, etc.
Option B - Try to make this bullshit workable. Follow the rules, but skip the worst unnecessary rolling, and I'll use my judgement to get around anything that's obviously broken and unworkable.
Option C - Try to fix Fatal. I'll ignore all unnecessary autism-rolls and I'll introduce houserules to handwave and ignore stupid shit as it occurs.

Game Theme
Option A - Go Ultra-Fatal. My only goal will be to GM exactly as I think Byron Hall would GM, and constantly attempt to have everyone's characters raped and cannibalised by monsters, and to reward you only with the stupidest, racistest, sanity-defyingest magical items available.
Option B - Try to make this bullshit workable. I'll throw a couple of rapists and retarded magical items at you occasionally to remind you that it's still FATAL we're playing, but I'll keep it as a 'nod' to the overall theme, not the single and only driving point of the game.
Option C - Try to fix Fatal. I'll ignore all the crazy rape-fetish shit and not give you any of the fucktarded magical items. Your character can still try to molest a milkmaid or something, if you want, but I'll probably try to have the village guards (or the rest of your party) kill you for it.

My personal choice would be Option A on all counts, since if we do anything less, we're not really playing FATAL, and haven't really made history in the stupidest saddest way possible. But it could be even more interesting to try and make FATAL actually work. I'll leave it up to anyone who wants to participate to decide.
I say option C for characters (maybe on a personal preference basis) but option A for the other two. I just want to make my "Female Ed Gien" character and let her loose in the world of insanity and horror that is FATAL.
 
It looks like people want it totally randomly genned and FATAL as possible, but if you want to influence the genning a little you could reroll your worst stats, which awards you a random mental illness each time, and if you end up too "moral/ethical" you can reroll that at the cost of a random allergy. Of course, you could end up with an anxiety-ridden OCD anorexic instead of Edina Gien, but that's FATAL for you.

So far we have two players, a hideously ugly kobold laundry-slave and a ten-year-old human girl who's liable to use a loophole in the rules to explode enemies skulls with her tiny fists of fury.
 
Alright gamers, after working with some people on their sheets, I've discovered a little more shit that needs to be done after running the generator to make your character complete. So, after you've done these steps...

Language
Add Languages Spoken and Languages Read/Written to your character.
You get your race's native tongue as a free bonus language (unless your Intelligence:Lingual is under 19, then you're too retarded to speak).
The generator doesn't record your literacy when you roll for social status, so if you're a noble or from an occupation that requires literacy, you can be literate and take your native tongue as a free read/written language.
If you have enough Intelligence:Lingual to learn extra languages, you'll have to invest your skill points into learning them, and you'd have to have a good explanation why that makes sense for your character or it's disallowed.

Body Part Points
List your current/max BPP for each bodypart on your sheet. You can determine this by tripling your max LP, then multiplying it by the proportionate percentage of that body part's size. Body Part Proportion Chart is on page 44 of the book. As an example, if you're a human with 20LP, then to find your left foot's LPP it's (60 x 0.01 == 0.6). Always round down any remainders, but 1 is the lowest BPP you can have, so record anything under 1 as 1.
Head and Face share a BPP, so it's x 0.08 for them both.

Equipment Weight and Encumbrance Level
Add up the weight of all your starting equipment and record it somewhere. The weight limit before you become encumbered is your deadlift x 0.25. I don't expect anyone will start the game encumbered, considering the hilarious lack of starting silver, but record your lowest encumbrance limit anyway so you know when you've gone over it.
 
Oh right.

"I am vanquished or some shit!" (except he can't say that because his throat is all crushed to hell and back, so Warin just thinks it really hard) Warin lies down and waits politely to die, crossing his arms over his chest.
 
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Okay, Ingelham can't attack with both weapons at once, and you can't use a falchion for stabbing, so for this round we'll have him thrust left-handed with his gladius. Warin is being so gentlemanly about being mortally wounded and not trying for a doublekill we can skip the initiative roll, and there aren't any rules for unopposed strikes, so using my GM judgement I'll just say that Warin's Base Current Armor, Agility Bonus and Shield Bonus aren't rolled against, just the CA he gets from his chainmail and gambeson.

Okay, so, called shot to Warin's upper torso. A human upper torso is considered 29% of the size of a human, so that's a modifier of (71 / 5) = 14. Normally that would be added to Warin's CA, but since he's not fighting back, 14 is the roll to beat to hit his torso as intended. Now we'll figure out Warin's Class Armor Against Stabbing. That's 5 for his chainmail, 2 for his gambeson and 1 for his clothing, then add a +5 for the Gladius's penalty to penetrate medium armor. Normally there's be bonuses for his skills in armor use, but since he's not actively attempting to deflect blows I'm not gonna add them. The total to roll against is 27, anything below 14 is a miss, anything between 14 and 27 is deflected by the armor.

Now we calculate Ingelham's attack roll with a Gladius. Thankfully it's a stabbing weapon, so we don't have to determine the fulcrum point (fuckin really), so it's instead a relatively simple 3d10 + ((Hand-Eye mod x2 + Agility mod) / 3) + weapon skill bonuses. This gives him a roll of 3d10 + 8.

Ingelram rolls (7 + 8) 15, narrowly avoiding a fumble and just barely managing to hit, deflecting harmlessly off Warin's chainmail. No damage, and since armor is never damaged by stabbing-attacks, the chainmail isn't damaged either.

edit ; I found more relevant rules on suffocation. Warin also loses 1d6 strength points each round he's unable to breathe, and one "subdual" LP every other round. Last round he loses 2LP and 2 strength, this round he loses 4 strength, 2 lifepoints, 1 subdual lifepoint. He now has 24 LP, one of which will heal on it's own in six minutes, and 136 strength (meaning we have to re-average his physique score if he ever tries to use it for anything before he dies)

@Burned Man , do you want to hack with your Falchion or try something else for the next round?
We'll assume Warin is still waiting politely to die.
 
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Ingelgram is still angry at having his genitals destroyed decides he wants to take that aggression out on Warin, surrendering or not. He decides to hack with his Falchion at Warin's head hoping the fulcrum of his weapon doesn't screw up his attack.
 
Alright, human head is 6% proportionate to a human, so ((100 - 6) / 5) is a penalty of 18 to hit. Warin's head's Current Armor Against Hacking is 10 from his conical helm, so it's 18 to hit and 28 to piece the helm. Helms aren't even classified as Light, Medium or Heavy armor anywhere I can see, so I'm going to ignore the Falchion's penalty to penetrate armor.

Now, Ingelham's roll to hit with the Falchion. Falchion is a strength/agility based weapon, same as the gladius, and Ingelham has the same skills in Gladius as he does in Falchion so it's another +8. Rolls a 24 + 8 = 32, penetrating the armor and just barely missing out on a "graphic gore" critical hit.

To roll damage first we have to find the fulcrum, which is the point on the weapon that Ingelham is gripping it by. The higher a fulcrum point, the less strength you need to be able to wield it, the more control you have over the weapon and get a bonus to initiative rolls, while the lower means more damage dealt. Many weapons allow you to choose your fulcrum point, but the Falchion does not, so Ingelham is swinging it by the fulcrum of 10 ; this reduces damage by 10%.

Base damage is 4d8, with x 0.9 for the fulcrum, x0.97 for Ingelham's strength penalty, and x0.4 for the helm's damage-reduction.
Rolled a 19, so (((19x0.9) x0.97) x0.4) = 6 damage. Warin loses four lifepoints plus all four BPP for his head, severing it. He is killed instantly.

You may proceed to woo'ing your wench. Seduction is the most obvious skill to roll, but you could also try to influence her decision with other social skills such as Trickery, Persuasion, or Haggling (rude!). Alternatively, since this is FATAL, you could try seducing her with your intimidation, wrestling or brawling skills.
 
Ingelgram takes up his fallen opponent's head by the hair and cries out in victory. He walks up to seduce (Read Intimidate) his maiden into accepting him as her mate ignoring the fact this is an ultimately feudal effort do to lack of functioning genitalia.
 
Okay, Ingelgram rolls to Intimidate, which is 3d10 + (Charisma mod + Physique mod / 2). 3d10 - 4. Roll is (15-4) = 11

Now Amabel rolls to counter-intimidate by the same formula, which is 3d10 +3. His, her sexy body makes her base intimidation score higher than the deathly pale hideously ugly gladiator who just shrugged off having his testicles exploded and chopped a dude's head off. But first, we factor in their differences in height and strength. Ingelram is an inch taller than Amabel, giving her -1 to her counter-intimidation roll. He also has 37 points of strength over her, with a -1 for each five points that's -7. So, 3d10-5, Roll is (17-5) = 12

She ain't scared a nuthin', and as GM I decide that your failed attempt to ruffle her will give you a -5 modifier on any future seduction roll you attempt.
 
Ingelgram is slowly losing his confidence and now realizes he doesn't hold all the power in this blooming relationship. He attempts to persuade her into a coupling.
 
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