[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

(TFT) Fate



Patrick wrote

<<<<...
     Luck.  Cost: 2IQ.  allows a character, once per adventure session, to
ignore the worse effects of a critical hit against him; ie treat an
opponent's roll to hit of 3 or 4 as 5 -- still does damage, but not double
or triple damage.  Luck does not count against fencing skill.
     Grace.  Cost 2IQ.  Can be applied once per adventure session.  Gives a
player character the panache to turn a total flub into less disastrous
results -- treat a roll of 17 or 18 as 16.  A warrior will still miss but
does not drop or break his weapon.  The quality of grace is probably of more
use to wizards; let the player improvise a description of how the spell's
energies are misdirected, as long as the results are not to the caster's
advantage.>>>>

Interesting but talents???  Define adventure session.  Why don't you just
use the concept of fate points from Warhammer.

Yours in Cidri,
Justin



=====
Post to the entire list by writing to tft@brainiac.com.
Unsubscribe by mailing to majordomo@brainiac.com with the message body
"unsubscribe tft"