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Re: (TFT) Announcing myself and a question
From: ErolB1@aol.com
I've been GMing TFT for a long time, but I've only now gotten
around to subscribing to this list and putting some of my
TFT/Etan stuff up on my web site:
http://members.aol.com/erolb1/etan.html
Erol,
Welcome. I've been reading over the material on the web site above. I
must say I'm impressed. The materail you have there for the "TFT Personal
Edition" looks like years apon years of actual play.
To the Group,
Here are a few snips I found interesting. Erol has descriptions for all
the spells and talents that are a quite a bit more in depth. Gas bombs are
included in the potion list. And enchantments have a lot more specific
examples and greatly expanded cost explanations.
For instance this is the text on the "staff" spell...
"STAFF: This spell puts the ''wizard's staff'' enchantment on an object,
creating a magical weapon that only the creating wizard can use. The spell
is normally cast on a wooden stick, but it can be cast on any
non-ferromagnetic inanimate object - ring, silver dagger, ivory wand, etc.
As a weapon, a wizard's staff does one die of damage and requires no
special talent to use. A wizard can also cast the Staff spell on a weapon,
increasing the normal weapon damage by one die. In this case, the wizard
must have the appropriate talent for the underlying weapon, or else suffer
the appropriate Dx penalty when using it. However, the wizard may choose to
ignore the fact that the object used to make the staff was already a weapon.
In this case, it does only 1 die of damage as a wizard's staff bu has no
Dx penalty.
The Staff spell has no effect when the staff is used by a figure other
than the creating wizard, or when used as a thrown or missile weapon.
A wizard's staff does not give the wizard any help or bonus when casting
spells. On the other hand, holding a staff does not interfere with the
wizard's spell-casting gestures as ordianary weapon would. A wizard pays no
Strength cost to hit with a staff - it does not draw its power from the
wizard. Staves ARE affected by fumbles (to hit rolls of 17 or 18), and by
the Drop Weapon and Break Weapons spells.
If anyone picks up a wizard's staff against the wizard's will, the staff
explodes doing 3 dice of damage to the figure who picked it up. Note that
if the wizard WANTS someone to pick up his or her staff so that it will
explode; it won't - it's not against the wizard's will. Also, the wizard
cannot ''change his mind'' after the staff has been picked up. The intent
of this is to keep wizards from deliberately using their staves as bombs.
In addition to the ''wizard's staff'' enchantment, a wizard may place up
to four ''Lesser Magic Item'' enchantments on his or her staff WITHOUT
knowing the Lesser Magic Item Creation spell. The ''wizard's staff''
enchantment always counts as the last spell on the item even though it is
always cast first. The additional enchantments are created following the
standard procedures (see CREATING MAGIC ITEMS), bu the wizard my not have
any help - not even from apprentices.
The most common forms of a wizard's staff are a short (1 foot) wand which
does only one die damage but can be used in HTH, and the quarterstaff wich
produces a St 11, 2-handed weapon doing 2D+2 damage for a total investment
of 3 IQ points - one for the Staff spell and two for the Quarterstaff
talent.
St cost for the 'Staff' enchantment: 5. A wizard can only have one staff
at a time.
-Tables.pdf
-Erol K. Bayburt
And the Naturalist talent references Hunting, Fishing, Foraging. It also
says to see WILDERNESS TRAVEL for details. Then when one checks the
WILDERNESS TRAVEL section, there in detail are the Hunting, Fishing, and
Foraging sections. These are just examples. Erols work is saturated with
tons of juicy details.
Well done,
David Michael Grouchy II
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