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Re: (TFT) Solo 1, The Book of Father Thias
THE BOOK OF FATHER THIAS
AN OPEN LETTER TO ALL CRUSADERS
All my crusaders.
Come home.
The war is over.
Christ has won.
In the name of our Lord Christ Jesus, the most holy king of kings, Son
of our father in heaven, He who lives for ever and ever, a blessing on you
and peace on your house. He is the way and the light. He has called us to
serve with Him, he calls us to learn through Him, he will call us to join
Him.
There is a way of growth that has been lost to us. He would that you
should learn it again. Open your ears to hear. Grow new ears to hear more
deeply. Grow an ear in your heart to hear and keep what He says to us.
The crusaders are needed back home now. When the warriors in Christ
were called, they came from settled rural communities. They did not want to
go across the world. They did not want to die in that dry land. Yet they
harkened to the call. They opened their ears, and answered with their
hearts. They left their homes, their families, and their own lands. They
put an end to idolatry and that which the Lord hates.
The crucified one, the one who died to take the sins of the world upon
Himself calls us back to the home. To our lands. To settle them and keep
them. To tend them. To live in peace as one body in Christ. Thus says the
Lord ?He who accepts shall dine with me, and I shall sup with him.?
Amen. Even for ever. Amen.
Wisdom
This shall be the fourth attribute. A beginning character shall have 40
points starting. With this attributes the following abilities may be
purchased.
These abilities are methods of gaining experience. First are listed the
traditional eight methods used by crusaders going to war. The ones after
that are those new methods learned when the land was starting to be settled
and a raising up was needed, not subduing. A person may not have more
methods than they have wisdom. One must study diligently to gain new
wisdom.
THE FIVE OFFICIAL METHODS
FOR COMBAT 1 exp per point of damage done
DX in exp for killing blow
FOR CASTING SPELLS 1 exp per fatigue spent
20 exp per week spent creating
FOR DIE ROLLS 10 exp per D above 3 made in a roll
FOR BEING IN PLAY 5 exp per hour of game play
GM?S DISCRETION Gain or lose exp by behaviour
THE THREE NON EXPERIENCE METHODS OF INCREASING STATS
FOR MAGIC ITEMS This is a non permanent gain tied to the item
FOR WISHES A wish can give 1 attribute point, but can?t
raise any attribute above 16
FOR CAMPAIGN Critical success on risk roll while working
gives 1 attribute point
_________________ _________________ _________________
_________________ _________________ _________________
WISDOM AS AN ATTRIBUTE
A starting Human gets ST 8, DX 8, IQ 8, WD 8, and 8 extra points to
distribute. This totals forty points. For every ten experience points
gained a character gets their Wisdom in experience. Examples are shown on
the table below.
WISDOM experience awarded Experience received
8 10 8
10 10 10
12 10 12
The starting Human, Elf, Orc, Goblin, Hobgoblin, Holbytela, Dwarf,
Prootwaddles, Merman, and most half breeds have a starting Wisdom of 8. The
very powerful humanoid races; Giants, Centaurs, Gargoyles, and Reptile Men,
start with a Wisdom(WD) of 4. They may not start with any more than WD 4.
After play starts they may increase their Wisdom like any other attribute.
I am sure that Wisdom is not the exclusive domain of the followers of
Christ. I will admit a bit of favoritism as I do feel that Wisdom was
Christ?s very mother and this gives a unique relationship. This may be
ethnocentric as it can not be denied that Wisdom is available to all that
seek it. Available regardless of religion or creed, guild or organization.
Monsters on the other hand are sullied in the eyes of Wisdom. They are
idolatrous and wicked. They seem to be restricted to the lowest forms of
Wisdom. As such Wisdom will not receive them and they may not increase
their Wisdom attribute. As of yet no Intelligent monster has been found
that has a Wisdom greater than 3. Even some beasts have been found with
more Wisdom than that. For this reason I implore all who have the ability
to convert monsters to convert them into followers and not slay them. So
that they may return to righteous grace.
With the addition of the fourth attribute a new experience table is
needed. It is listed below. This table is adjusted to a new base total of
a 40 point character. For each series of 5 attribute totals over 59, double
the EP needed. The 60th-64th points cost 8,000 each, and so on.
WISDOM 10 TABLE
Up to 44 attribute total: 100 EP each.
45-49 attribute total: 200 EP each.
50-54 attribute total: 800 EP each.
55-59 attribute total: 2,400 EP each.
60-64 attribute total: 4,000 EP each.
THE NEW METHODS
All of the new methods are from the ?GM?S DISCRETION? category. They
can not be awarded without GM approval. As a character gains wisdom they
will get more methods of gaining experience. These methods are granted to
the characters as ways of keeping track of their own opportunities to gain
experience. Ideally one should grow into becoming a GM in their own right.
WISDOM = 0 METHODS
MAGIC ITEMS Some magic items increase one or more attributes
of their users. However, the increase is NOT
permanent, but only lasts as long as the magic
item is worn - or, in the case of a magic
potion, only for a day or less. When a magic
item gives you?re a temporary IQ increas, you
can NOT use the increased IQ to learn new
spells or talents.
WISHES A magic wish will give you an instant increase of
1 in any attribute, although it will not
increase any attribute above 16.
WISDOM = 1: METHODS
COMBAT One experience point for every hit of damage you
put on a foe, or for every one-hit ?nuisance?
creature, like a rat or wasp, you kill. For
killing larger nuisance creatures, like
slimes, give five points to the person who
puts in the death blow, and no points to
anyone else. Killing a slime isn?t much
harder than knocking down a door, and
shouldn?t be worth much. NOTE: hits done by a
wizard?s spells - including fire and illusions
- count as experience for the wizard. ALSO:
the person dealing the killing blow to any
enemy (except a ST 1 to 3 nuisance monster,
like a rat) gets experience points equal to
that foe?s basic DX. This serves two
purposes: it encourages fighters to press the
attack, and it makes killing a high-DX, low-ST
foe (often a deadly opponent) worth something.
CASTING SPELLS A character gets one EP for each point of strength
he expends in casting (or trying to cast) a
spell in a pressure situation. Definition of
?pressure? is left to the GM - but should
normally mean only while the character is on an
adventure or under attack. Uncer such
circumstances, even missed spells count for
experience. But a character does not get
experience for ordinary spells cast in day-to-
day life. The experience a character gains in
his ordinary life is compensated for by his
weekly ?risk roll? - see JOBS.
DIE ROLLS Making a saving roll against danger (thus avoiding
it) or putting one of your talents to good use
(thus learning more) are worth experience. Any
character who successfully makes any roll on
four or more dice will get experience points:
10 for a 4D roll, 20 for a 5D roll, 30 for a 6D
roll, and so on. Only a roll which produces
results will count - for instance, if you look
for a secret door and none is there, you don?t
get experience, no matter how good the roll.
NOTE: Sometimes the GM will make a roll for a
character, so the result will be secret. These
rolls do count for experience, if they are
successfully made. The GM tells the player
later.
WISDOM = 2: METHODS
GM?S DISCRETION Gain or lose exp by behavior. Roll 2D to
Determine stats in following areas:
Bravery, Honesty, Appearance, Friendliness,
Mood. Remind the GM when you have adhered
To your personality extremes. The GM will also
Penalize experience points for deviation from
The same. The experience points awarded are
usually not more than 10 at a time.
WISDOM = 3: METHODS
BEING IN PLAY Each hour of real time spent in play is worth 5
experience points to each character actively
involved. The GM should not award points to
characters who don?t participate or who waste
time deliberately. However, characters who
actively take part in the risks and triumphs
of four (real) hours of play will amply
deserve the extra 20 points.
WISDOM = 4: METHODS
CAMPAIGN In a campaign game, each character rolls once a
week for the risks associated with his/her
employment. (See JOBS.) A very bad roll can
endanger the character?s life. However, a
very good one can result in the character?s
going up one attribute point. This reflects
the fact that a character has a life of his
own, even while he is not being actively
played. The listing of jobs shows which types
of work have the highest risks and the best
chances for increasing your attributes.
WISDOM = 5: METHODS
WINE For the purchase and consumption of wine. In
this explanation wine means any alcoholic
beverage. Character gets experience for the
money spent on wine. Wine is purchased and
consumed. Only the wine consumed by the
character counts. The experience is not
awarded until the wine is consumed. The
experience is awarded at a rate of 1 point per
10 silver pieces spent on the wine. In the
case of large purchases the more expensive
wine is better. It takes less time to consume
and gets the player less inebriated than large
quantities of cheep wine. The purchase of the
wine itself usually requires that it be
imported, particularly in the case of
expensive wines. They have to be paid for in
advance and shipped or ported to the location.
The GM will determine the weeks of delay. The
GM will also roll for random encounters when
the delivery enters the active campaign area.
Many shipments have been totally lost to
brigands, dragons, and other horrors. In
situations with badly raided supply lines
characters have found them selves in the
position of hiring guards to go out to the
boarders, or sail out, and escort the cargo.
These guards must also be paid for the time
they spend waiting for the cargo to arrive.
Food for said guards is an additional cost.
No experience is gained on such expenditures.
MARRIAGE Money spent on or given to a wedding. This
includes gifts, magic items, live stock, and
such. Experience is awarded at 1 point per 10
silver pieces spent. To gain this experience
one must either stand in, or attend the
wedding. The experience is awarded after the
wedding night when the character wakes in the
morning. All experience is lost if the gift
is refused or returned. No matter how much
time has passed. It is possible for a
character to lose an entire character point
this way (see LOSING ABILITIES WHEN ATTRIBUTES
ARE REDUCED). If the wedding ends in divorce
experience is also lost but only %50, or half.
The character loses the experience upon
finding out about the event, be it divorce,
returned, or refused gifts. In the event that
a character wishes to give a wedding gift and
either didn?t know about the even ahead of
time or found out after the fact of the
wedding the character only gets %50
experience. However they are immune to the
loss of experience due to divorce. They still
get no experience if the gift is refused or
returned.
SONG This Wisdom method typically done in a drinking
establishment, tavern, inn, or such. A bard
or entertainer is paid to tell stories and/or
sing songs. The character doesn?t have to be
in an establishment or pay for the bard
themselves. In fact the person with this
Wisdom method may tell their own stories
sitting around a camp fire to a small group,
but it is harder to get many experience points
that way as will be seen. Experience points
are gained at the rate of 1 point per 10
pieces of silver spent cleaning up and paying
for damages. For instance if a bar room brawl
breaks out over the retelling of deeds during
the last war and all the furniture in the bar
is destroyed, many people are jailed and bails
have to be paid, and costs for medical
treatment of the injured need to be covered,
then the character who pays for this stands to
get a lot of experience. It is not unheard of
for a wealthy character to get multiple
character points paying to rebuild a tavern
that was burned to the ground. Note that
these bar fights are of a subduing nature and
non lethal. If anyone is killed no one gets
any experience.
TREASURE This is experience for the amassment and storage
of wealth itself. The character accumulates
wealth and valuables. They get 1 experience
point for every 10 silver pieces worth. If
the wealth is stolen they lose the
experience. This happens upon finding out
about the theft. They may lose entire
attribute points this way (see LOSING
ABILITIES WHEN ATTRIBUTES ARE REDUCED.)
FAME Experience points for the IQ of defeated foes.
Defeated is defined as killed, subdued,
converted to a follower, or captured and
turned into authorities. In order to get this
experience one must have witness to testify to
the deed, if the foe was killed in the
wilderness or labyrinth, or bring in the body.
If the person is brought in live or converted
to a follower then witnesses should not be a
problem. Because of the need for witnesses
many people with the Wisdom method of Fame
retain their own bard.
RELIGION Experience points awarded for tithes to the
church. The character with this Wisdom method
gets 1 point of experience for every 10 pieces
of silver donated. The ranking priest may
refuse the experience. They may take the
money and then not give the experience. This
may happen for a variety of reasons. The
experience points may be withheld until the
completion of some quest, or penance is
performed, or the withholding may be penance
in it self. In the event that the ranking
priest is a player character they may withhold
the experience points from any other player
for any reason. If the temple or church is
sacked, burned down, or desecrated then all
humanoids in the area who attend will lose two
character points, priests will lose three, and
theologians will lose five. In medieval
settings it is unlikely that more than one
church will exist in the area. In large
cosmopolitan cities that have more than one
church of the same religion these losses are
reduced to 0 points for lay members, 1 point
for priests, and 3 points for theologians.
Either way these losses stand until the
temple/church is rebuilt.
HOBBY This is a Wisdom method that the character may
define for themselves. They get 1 experience
point for every 10 pieces of silver spent in
their area of interest. They may lose
experience if their work or research is lost,
destroyed, or fails (doesn?t work). Areas of
interest include the following, but are not
restricted to this list. Check with the GM if
you wish to invent your own hobby.
Hobbies:
Spell research
Potion research
Magic item research
Monster research
Animal breeding
Developing new gadgets/devices
Rare book collecting
WISDOM = 6: METHODS
MAPPING Get one experience point for every mile of new
wilderness explored and mapped. One experience
point for every megahex of labyrinth explored and
mapped. The experience is gained when the map is
sold back in town.
JOURNAL KEEPING When a player writes out the events of an
adventure in the perspective of their character
the GM will award one experience per page. The
experience is gained at the end of the session on
the merits of a page count alone and does not have
to be read by the GM. The player may edit and
flesh out the journal later on their own time.
The more biased to the characters own perspective
the better. At the next session it may be read to
one or more other players before the game starts.
This is something to do while the GM is working
other characters, doing downtime, or other book
keeping. If the players who hear the reading find
it biased enough, each one may award from 1 to 4
experience points. Of course the full 4 EP should
be reserved for readings that are particularly
entertaining, done in character, with an accent,
and memorized (that is recited from memory while
another player reads along.)
ACCURATE ENCUMBRANCE The player should submit their character
sheet to the GM at the beginning of the session.
If the GM finds no errors in the encumbrance total
the character gets their Strength total in
experience points. The player then checks every
other characters record sheet. For every other
sheet totaled accurately the character gets and
additional 10 experience points. The GM should
also see the character making encumbrance
adjustments during the course of the game as
needed. If this is not done, or the GM discovers
an error on another players character sheet during
a random spot check during the session then
experience points may be taken back.
SEATING ORDER BY DX Each character with this Wisdom method gets
their DX in experience points at the start of each
session in which the entire group is seated around
the table or room in order of DX. This starts at
the right hand of the GM with the highest DX and
goes around until the lowest DX is seated at the
GM?s left. Ties go to the Highest IQ. Those ties
are rolled off.
FAIRNESS This is defined as making sure no one player gets
skipped in any turn including monsters and NPC?s.
Pointing out a monster or player who just ?missed?
a turn to the GM earns the IQ of the skipped
character in experience for the character with
this wisdom method. This is not a competitive
method. Multiple players may get the experience
for pointing out a skipped character, or verifying
it.
WISDOM = 7: METHODS
LEARN BY DOING Roll ST exactly and get own ST in EP. Roll DX
exactly and get own DX in EP. Roll IQ
exactly and get own IQ in EP.
WISDOM = 8: METHODS
REPUTATION Get one EP every time another player recommends any
of the following things about you to the GM, or
testifies to an NPC of one of these.
Love justice
Integrity of the heart
Not disbelieving the GM
Reproving the foolish
Holy Spirit of Discipline
Kindly spirit
Grace
Mercy
Noble struggle
Understanding
Unsullied deeds of valor
Prudence
Moderation
Fortitude
Imperishable spirit
Safeguard life
Safeguard pure wedlock
THE ADVANTAGES OF HIGHER WISDOM 9+
9 Group experience. If this character leads a group
All experience is added up and divided among the
Survivors at the end of the session. The group must have
a name to be considered a group. For instance, one group
of players named their band of Adventurers ?The Wrecking
Crew.? By using group experience, their scholar who
usually just hung around in the back and never got
experience for any of the fighting, actually started to
progress.
10 Optional discretionary experience. From a wisdom of 10 or
higher the character may use any of the
abilities listed, or not, at
their option. For instance. A character with Wisdom 10
may award group experience to all, some, or none of the
group members as they see fit.
11 May keep any Labyrinth cleared. GM will turn over
maps and materials to player. They may operate
out of facilities. Clearing a Labyrinth and setting up
operations there is worth one full character point.
12 Heir gets half experience. If the player?s character dies,
they have to make a new character, and they have an heir
written on their character sheet the new character starts
will half the experience total of the previous character.
Take the character?s attribute total, determine how much
experience would be needed to get there with the old
characters Wisdom, and divide in two. For instance a 42
point human of WD 8 would have started with 40 points.
For the human to get those two extra points they would
have earned 250 EP. The new character gets 125 EP to add
to their character. This Wisdom method has been very
useful in campaigns with a lot of high powered
characters. Starting over with a beginner is almost
impossible. The new characters don?t stand a chance.
Also, half of a high attribute point characters
experience can bring the new character very close to the
old attribute total. As another example take Mr White, a
wizard who dies with an heir. In life Mr White had an
attribute total of 52, and a WD of 8. This comes out to
3,750 experience. The new character, or heir, will get
1,875 EP. The EP spent to buy one point at a time will
take the new character to an attribute total of 50. Not
too far from the original character?s stats. This method
has gone a long way to soften the pain of losing a
character. Some players even like it, as it gives them a
chance to start over and make a better design.
13 Each Heir gets half experience. The character may list more
than one heir on their character sheet. If any of the
heirs die, the next one is activated. That heir gets
half experience from the character they replaced.
14 Apotheosis, become assistant GM playing some monsters. Player gets
with the GM and designs some monsters with him. The GM takes half to use
during the regular sessions and the player takes the remaining ones. The
player may then use the monsters to fight other player?s characters. This
is done on their own time. It does not require the presence of the GM and
any experience, treasure, or magic gained is kept by the victor.
15 Become assistant GM playing some NPCs. Similar to the
Wisdom method listed above, but particulars need to be
worked out with the GM so things fit into the overall
campaign and story.
16 Become assistant GM running own labyrinth.
17 Become assistant GM running own City or group of Labyrinths.
18 Become assistant GM running own lands or group of cities.
19 Become GM running own campaign. Previous GM will allow for
conections between the campaigns, physical and/or gates,
and characters to play in either campaign.
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