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(TFT) Review of old stuff



So as not to be forgotten these are the house rule talents I have submitted
so far to the list,

Yours in Cidri,
Justin


House Rule Talents for TFT

IQ 8

BRAWLING (1).  HTH fighting experience in the cheap tricks of biting,
gouging, throwing sand in the opponents eyes, etc.  This talent allows the
character to do +1 in HTH combat ONLY.

IQ 8:

DASH (2).  Upgraded Running talent but +4 MA instead of +2 MA as in Running.
So a character with a normal adjMA of 6 with chain armor would have an adjMA
of 10 with this talent.  Prerequisite:  RUNNING and ST 10

IQ8:

SPRINT (2):  Upgraded DASH talent.  Adjusts MA by +6.  This talent gives the
character the normal MA of 16 instead of 10 or in chain armor, a 12 instead
of a MA 6.  Prerequisites:  DASH and ST 12.


IQ 9

FIRST AID (1).  Basic physickering (barbering).  This is the ability to
Know how to take care of wounds.  A character with this talent can heal one
point of wounds after combat or an accident.  In order to do this, the
character MUST have a physicker kit.  When a character has this talent, the
physicker talent costs 1 IQ point less to learn.  Of course the character
must have an IQ of 11 to learn the physicker talent.

IQ 9

ARMSMASTER  (1).  This character has been trained in the use of a variety of
weapons.  With this talent the character can use all IQ 7 weapon skills with
only a -2 DX default, rather than at -4 DX for lack of skill. In order to
use a weapon at full proficiency, the character must buy the appropriate
skill.

IQ 9

QUICKDRAW SWORD (1).  The ability to quick draw a sword, as in the Iaijutsu
of Japan.  This ability allows a sword to be readied in the same turn it
will be used to attack or defend.  To do this, the character must roll his
adjDX.  If the roll is made, the sword is readied.  If the roll was not
made, treat as a normal ready weapon option.  All fumbles equal dropped
weapon. If using the quick draw, the character may only use combat options
1a, 1b, & 1d.  Prerequisite:  adjDX 12 and sword.

IQ9:

Combat Deftness I (2):  This talent represents the adroitness in combat
gained by years of experience.  A character when attacked becomes -1DX to
hit because of an ability to naturally bob and weave when in combat.
Prerequisite:  DX of 14 or better.



IQ 10

SWORDMASTER (3).  Ability to use any sword (any weapon under that title) as
if part of one's self.  This talent gives the character the ability to do +1
DX / +1 damage with a sword of their ST rating or below.  Furthermore, a
character can use a sword , one ST rating above their ST without the DX
minus and two ST ratings above their ST without the damage minus.  This
talent also includes the ability to quick draw the weapon (as above).  If
the character already has the talent QUICKDRAW SWORD, this talent costs two
points.
Prerequisites: SWORD and adjDX 12.


ROBIN HOOD
IQ 10:

Missile Accuracy (3).  A variation of the fencing talent that works with any
weapon categorized as a missile weapon.  This is the ability to use a
missile weapon WELL.  You must have either the bow or crossbow talent.  Your
basic DX must be at least 14, and your armor may not reduce your adjDX below
14. You may use any missile weapon you have ST for.  When you use this
talent, you do DOUBLE damage on any "to hit" roll of 7, 6, or 5, and TRIPLE
damage on a roll of 4 or 3.  This talent cost one less point if the
character also has the MISSILE WEAPONS talent (also this benefit goes the
other way around with having this talent and buying the MISSILE WEAPONS
talent.

JAMES COBURN in THE MAGNIFICIANT SEVEN

IQ 10:

THROWING ACCURACY (3).  A variation of the fencing talent that works with
any weapon categorized as a thrown weapon.  This is the ability to use a
thrown weapon WELL.  Your basic DX must be at least 14, and your armor may
not reduce your adjDX below 14.  You may use any thrown weapon you have ST
for.  When you use this talent, you do DOUBLE damage on any "to hit" roll of
7, 6, or 5, and TRIPLE damage on a roll of three or four.  This talent cost
one less point if the character also has the THROWN WEAPONS talent (also
this benefit goes the other way around with having this talent and buying
the THROWN WEAPONS talent.)

IQ 11:

Combat Deftness II (2): A higher level of skill.  A character with this
talent subtracts 2 DX from any attack against him/her in combat.
Prerequisite:  Combat Deftness I



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