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(TFT) Re: house rules



Speaking of house rules, for those who haven't been to my TFT web site, 
here's some extra stuff by Bill Seurer.

New and Changed Skills

IQ 8

Snowshoe (1)

A person with this talent and wearing snowshoes can walk on snow as if on 
solid ground. A +2 DX bonus is gained when fighting foes without snowshoes 
in snow over knee depth. Those without this talent using snowshoes must 
make a 2d/adjDX roll when moving more than 1/2 MA or when making any
movement in combat, including changing facing. Woodsmen may learn this 
talent without expending any IQ points by spending one winter (3 months) to 
learn it. Moving through snow without either snowshoes or skis is as for 
water of similar depth (with no swimming or chance of drowning).

Sign Language (1)

Those with this talent know how to communicate by signing. There are a 
number of different sign languages used by various people including 
merchants, thieves, spies, etc. Someone with this skill knows one language. 
For each additional IQ point spent, two more languages may be learned. A 
3d/adjDX roll is required to correctly sign a complicated message. Of course, 
no heavy gauntlets may be worn while signing.

Military Discipline (1)

Those with this talent are trained as soldiers. They may act in unison with 
others knowing this talent to improve their actions during combat. If everyone 
in a group knows this talent, they gain +1 on all reaction rolls. Only those 
with this talent may form a shield wall. It takes at least 6 months of 
soldiering to learn this talent.

IQ 9

Willpower (1)

A person with this talent has an extremely strong will. All rolls against IQ for 
such things as control spells (Control Person, Geas, etc.), questioning 
(torture), going berserk, leading people and other similar situations are 
adjusted by 2 in the person's favor. Also, new skills and spells may be 
learned in 10% less time. Wizards may learn this talent at normal cost.

Sleight of Hand (1)

Prerequisites: adjDX 13 and no gauntlets being worn when used.

Gives the person possessing this talent the ability to make small, handheld 
objects "disappear" (into a pocket or sleeve) on a 3d/adjDX roll. Observers 
can see through the trick on a 5d/IQ roll (4d with Alertness). Thieves with this 
talent who pickpockets are harder to notice if their target is small enough 
(increase roll to notice by 1d).

Skiing (1)

A person with this talent has a +4 MA over level snow using skis. Uphil is 
1/2 MA and downhill is double MA. Triple MA downhill requires a 3d/adjDX roll
every turn to avoid falling, quadruple MA requires a 4d/adjDX roll, etc. A fall 
means 1d-1 damage at triple MA, 2d-1 at quadruple, etc. A bonus of +2 DX
is gained (for these rolls only) if poles are used. Combat is at -2 DX, except 
for missile and thrown weapons and all spells. An extra point of MA must be
used to turn more than one hexside. Those without this talent are at -2 MA 
and -4 DX for all these rolls and must make a 3d/adjDX roll every turn during
combat to avoid falling. The Running talent has no effect on either uphill or 
dowhill MA, but does on level snow MA.

IQ 10

Advanced Shield (2)

Prerequisites: Shield, adjDX 13.

Ability to use a shield wall and get other shield bonuses (see Advanced 
Shield Rules).

Pole Weapon Master (3)

Prerequisites: Pole Weapons, adjDX 14.

Talent for pole weapons as Fencing is for swords. See Fencing for other 
details.

Axeplay (3)

Prerequisites: Axe/Mace, adjDX 14.

Talent for axes, maces and hammers as Fencing is for swords. See Fencing 
for other details.

First Aid (1)

Very basic knowledge of physicking. Allows the person to heal 1 point of 
damage as physickers do. Those with this talent may learn Physicker talent 
for only 1 point.

IQ 11

Master Skier (1)

Prerequisite: Skiing.

Ability to use skis on snow to maximum advantage. On level snow, MA is 
doubled, uphill is 2/3 MA and downhill is triple MA. Quadruple MA requires a
3d/adjDX, etc. Falls (except during jumps) casue 1d less damage. Master 
skiers may ski jump when travelling downhill on a 3d/adjDX roll at double MA,
4d/adjDX at triple MA, etc. A fall while jumping adds +1 point of damage per 
multiple of MA.

Two Weapons (3) (modifications)

The ST required to wield the second weapon must be 1 less than the 
person's ST, but otherwise has no limitations. So someone with ST 11 could 
use any ST 10 or lower weapon for the second weapon, while a ST 14 person 
could use any one-handed weapon. The person must, of course, have the 
appropriate weapon talent. The person may choose to parry with the second 
weapon as per the shield parry or as in the book. The person must state 
before the first attack if the shield-type parry will be used, and a -2 DX 
penalty on that attack will occur.

IQ 14

Master Vet (2)

Prerequisite: Vet.

Works for animals as the Master Physicker talent works for people. If you 
already have the Master Physicker talent, you may learn this talent for 1 
point, and visa versa.


---
Brett Slocum  --  slocum@skypoint.com  --  ICQ #13032903
Home page: http://www.skypoint.com/~slocum/
"Ah'm yer pa, Luke." -- if James Earl Ray was the voice of Darth Vader
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