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Re: (TFT) Gencon (Long reply)
At 11:35 PM 5/19/2006, you wrote:
Nocstar--
I'll be there from Wednesday to Sunday. We are
driving there from New York. A good friend of
mine, who used to regularly play TFT with me
when I lived in Kentucky, will be attending as
well. So that makes three of us so far.
<snip>
Sounds great! We used to play a similar
battle that we affectionately called "Dungeon
Bowl". Each team was identical and consisted of
one character for each "type" of warrior. The
teams started out as basic 32 point characters
but quickly evolved into powerhouse teams. It was
a great way to let off that "munchkin" steam that
we all pretend we are too cool to possess. ;-) We
used rule variations from Interplay and a few
house rules such as the wizard taking a -4
penalty if impaled by an arrow. We also dressed
up the UC talents which gave the "cleric" a
unique feel. Battles were quick and bloody. The
assassin is deadly with the dagger marksmanship
rules, but falls easily if engaged. The archer
and the wizard were the most hunted characters.
The random treasure table contained
cursed items as well as beneficial items. The
exact nature of the treasure was not known until
the character committed to it. The wizard's ring
contained a 5 point strength battery and a
self-powered Remove Cursed Item power. Wizard
Rings were sought after as trophies as well as
denying the enemy needed resources.
Due to some fiery debates that occurred
during some battles, the Arena Awareness ring
came into play. Basically this was a telepathic
ring that allowed communication between all teams
and prevented "secret" spells from being cast.
There were just too many incidents of "I cast
reverse missiles 3 turns ago. I didn't tell you
because it was a secret." Yeah, right...
If you are interested, here are the
character stats and rule variations we used.
DUNGEON BOWL WARRIORS IV
___________________________________________________________
WIZARD (Human)
ST: 15 WOUNDS: TA: 50
DX: 17 ADJ: 16 FATIGUE: GOAL: 2000
IQ: 18 ARMOR: 1 EXP:
MA: 10 ADJ: 10
TALENTS:
Literacy (1)
SPELLS:
Aid (T, 1/1) Drain Strength (S, 1/5)
Blur (T, 1+1) Drop Weapon (T, 1)
Clumsiness (T, -2/1) Freeze (T, 4)
Create Fire (C, 1) Remove Thrown Spell (T, 2)
4-Hex Fire (C, 2) Reverse Missiles (T, 2+1)
8-Hex Fire (C, 4) Speed Movement (T, 2)
Create Wall (C, 2) Spell Shield (T, 3+1)
4-Hex Wall (C, 4) Staff of Power (S, *)
8-Hex Wall (C, 6) Staff (S, 5)
Dazzle (S, 3) Summon Mymidon (C, 2/1)
Destroy Creation (T, 1) Wizard's Wrath (M, 1+1/1)
EQUIPMENT: WEIGHT (kg)
Staff of Power (Damage: 2d6) 1.5
Silver Dagger (Damage: 1-1, HTH 1+1) 0.1
Cloth Armor (DX-1, Stops 1 hits) 7.0
TOTAL WEIGHT: 8.6
Ruby Ring (SB 5:5; Arena Awareness; Remove Cursed Object, T, 1)
_________________________________________________________
CLERIC (Human)
ST: 11 WOUNDS: TA: 50
DX: 16 ADJ: 15 FATIGUE: GOAL: 2000
IQ: 23 ARMOR: 1 EXP:
MA: 10 ADJ: 10
SPECIAL ABILITIES:
Cure Light Wounds (S, Heal 1d6, No cost, 1 use, 3d6 vs IQ)
Cure Light Wounds (S, Heal 1d6, No cost, 1 use, 3d6 vs IQ)
Cure Serious Wounds (S, Heal 2d6, No cost, 1 use, 3d6 vs IQ)
RESTRICTIONS:
No edged weapons. Tithe 90% of income.
TALENTS:
Literacy/Scholar (4); Priest/Theologian (4); Ax/Mace (2); UC IV (8)
SPELLS:
Aid (T, 1/1) Curse (T, ~1/2)
Avert (T, 2+1) Remove Thrown Spell (T, 2)
Bless (S, 2) Stop (T, 3)
EQUIPMENT: WEIGHT (kg)
Bare Hands (Damage: 1+2)
Mace (Damage: 2-1) 3.0
Cloth Armor (DX -1, Stops 1 hit) 7.0
TOTAL WEIGHT: 10.0
Silver Ring (Arena Awareness)
_____________________________________________________________________
ASSASSIN (Human)
ST: 11 WOUNDS: TA: 50
DX: 17 ADJ: 16 (TW
+2) FATIGUE: GOAL: 2000
IQ: 22 ARMOR: 1 EXP:
MA: 10 ADJ: 10 (MA +2)
TALENTS:
Sword (2); Thrown Weapons (2); Bola (1); Boomerang (1);
Dagger Marksmanship I (2); Dagger Marksmanship II (2);
Dagger Marksmanship III (2); Run (2); Literacy (1);
Thief/Master Thief (4); Detect/Remove Traps (3)
EQUIPMENT: WEIGHT (kg)
Shortsword (Damage: 2-1, Poisoned
3,2,1) 2.0
Dagger (Damage: 1-1, HTH
1+1, Thrown 1+2, Poisoned 2d6) 0.1
Dagger (Damage: 1-1, HTH
1+1, Thrown 1+2, Poisoned 2d6) 0.1
Dagger (Damage: 1-1, HTH
1+1, Thrown 1+2, Poisoned 2d6) 0.1
Boomerang (Damage:
2d6) 1.5
Bola (Damage 1-2,
Special) 0.5
Poison Gas Bomb (Damage: 2d6,
Special) 1.0
Poison Gas Bomb (Damage: 2d6,
Special) 1.0
Cloth Armor (DX-1, Stops 1
hit) 7.0
TOTAL
WEIGHT: 13.3
Silver Ring (Arena Awareness)
____________________________________________________________________
HERO (Human)
ST: 18 WOUNDS: TA: 50
DX: 19 ADJ: 17 FATIGUE: GOAL: 2000
IQ: 13 ARMOR: 2 + 3 EXP:
MA: 10 ADJ: 8
TALENTS:
Pole Weapons (2); Sword (2); Warrior/Veteran (5);
Tactics/Strategy (3); Literacy (1)
EQUIPMENT: WEIGHT (kg)
Pike Axe (Damage: 2+2, doubles for charge, 2-handed) 10.0
Great Sword (Damage: 3+1,
2-handed) 7.0
Bastard Sword (Damage: 2+1, 1-Handed; 3-2, 2-Handed) 3.5
Dagger (Damage: 1-1, HTH
1+4) 0.1
Chainmail (DX-2, Stops 3
hits) 15.0
TOTAL
WEIGHT: 35.6
Silver Ring (Arena Awareness)
________________________________________________________________________
AXEMAN (Dwarf)
ST: 18 WOUNDS: TA: 46
DX: 15 ADJ: 15 (TW
+2) FATIGUE: GOAL: 1000
IQ: 13 ARMOR: 2 +2 (+1) EXP:
MA: 10 ADJ: 10
TALENTS:
Ax/Mace (2); Knife (1); Shield (1); Thrown
Weapons (2); Warrior/Veteran (5);
Human Language (1); Diplomacy (1)
EQUIPMENT: WEIGHT (kg)
Battle Axe (Damage: 3d6 {+1, Dwf}, 2-Handed) 10.0
Small Ax (Damage: 1+2 {+1, Dwf}; Can be thrown.) 2.5
Dagger (Damage: 1-1, HTH
1+4) 0.1
Spike Shield (Stops 1 hit, Damage: 1-2, DX-4) 6.0
Leather Armor (DX-2, Stops 2
hits) 8.0
TOTAL
WEIGHT: 26.6
Silver Ring (Arena Awareness)
______________________________________________________________________________
ARCHER (Elf)
ST: 14 WOUNDS: TA: 45
DX: 16 ADJ: 15 (MW +3) FATIGUE: GOAL: 1000
IQ: 15 ARMOR: 1+1 EXP:
MA: 12 ADJ: 10 (MA +2)
TALENTS:
Bow (2); Crossbow (1); Missile Weapons (3);
Sword (2); Shield (1); Run (2);
Warrior (2); Diplomacy (1); Human Language (1)
EQUIPMENT: WEIGHT (kg)
Long Bow (Damage: 1+2, Two shots if Adj. Dx = 18+) 2.0
Quiver/20 Arrows 0.5
Light Crossbow (Damage: 2d6, Every turn if Adj. Dx= 14) 3.0
Quiver/20 Bolts 0.5
Bastard Sword (Damage: 2+1, 1-handed; 3-2, 2-handed) 3.5
Dagger (Damage: 1-1, HTH
1+2) 0.1
Cloth Armor (DX-1, Stops 1
hit) 7.0
TOTAL
WEIGHT: 16.6
Silver Ring (Arena Awareness)
__________________________________________________________________________
SWORDSMAN (Human)
ST: 14 WOUNDS: TA: 45
DX: 17 ADJ:
15 FATIGUE: GOAL: 1000
IQ: 14 ARMOR: 1 +2 (+2, +2) (+1) EXP:
MA: 10 ADJ: 8 (MA: +2)
TALENTS:
Sword (2); Fencing (3); Two-Weapons (3); Shield (1); Tactics (1);
Warrior (2); Run (2)
EQUIPMENT: WEIGHT (kg)
Bastard Sword (Damage: 2+1, 1 Handed; 3-2, 2-Handed) 3.5
Bastard Sword (Damage: 2+1, 1 Handed; 3-2, 2-Handed) 3.5
Dagger (Damage: 1-1, HTH
1+2) 0.1
Dagger (Damage: 1-1, HTH
1+2) 0.1
Spike Shield (Stops 1 hit, Damage: 1-2,
DX-4) 6.0
Leather Armor (DX-2, Stops 2
hits) 8.0
TOTAL
WEIGHT: 21.2
Silver Ring (Arena Awareness)
_____________________________________________________________________
WITCH-HUNTER (Half-Elf)
ST: 18 WOUNDS: TA: 50
DX: 15 ADJ:
15 FATIGUE: GOAL: 2000
IQ: 17 ARMOR: 2 + 2 (+2) EXP:
MA: 11 ADJ: 11
TALENTS:
Sword/ Fencing (5); Warrior/Veteran (5); Acrobatics (3); Literacy (1)
SPELLS
Spell Shield (T, 3+1)
EQUIPMENT: WEIGHT (kg)
Great Sword (Damage: 3+1,
2-Handed) 7.0
Bastard Sword (Damage: 2+1, 1-Handed; 3-2, 2-Handed) 3.5
Dagger (Damage: 1-1, HTH
1+4) 0.1
Leather Armor (DX-2, Stops 2
hits) 8.0
TOTAL
WEIGHT: 18.6
Silver Ring (Arena Awareness)
______________________________________________________________________________________
Unarmed Combat Skill
General
Fighter must be unarmored or wearing cloth only.
High strength fighters may wear any armor they can ignore totally.
When rolling to attack, a result of 17 causes 1d6
damage to fighter, no armor protection. A result
of 18 causes 1+1 damage and a chance of
crippling. If a cripple occurs during a punch
attack, ignore location and apply to arm. If
cripple occurs during a kick attack or as a
result of missing a kick, apply rolled result.
Magic spells are not affected by U.C.
defensive bonuses except missile spells, which are dodged like missile weapons.
U.C. I (IQ 10; 2)
Prerequisite: DX 13 or better. Adds +1 to all unarmed combat damage.
U.C. II (IQ 12; 2)
Prerequisite: U.C. I and DX 14 or
better. Adds +2 to all unarmed combat damage. May
throw foe; use shield rush rules.
U.C. III (IQ 14; 2)
Prerequisite: U.C. II. Adds +3 to all
unarmed combat damage. Considered a master. When
throwing a foe, foe must roll 5d6 vs. DX to avoid
falling (4 dice if foes ST is greater than twice
the thrower). May attempt to throw any foe that
is less than 3 times his ST. May choose Defend
option bare-handed. Fighter may double punch
with both hands against a single target at - 4 DX
for each attack. Attack is delayed - 4.
U.C. IV (IQ 14; 2)
Prerequisite: U.C. III and DX 15 or
better. Fighter has natural eyes-behind
ability. If fighter takes Defend option
bare-handed, attacker must roll 5 dice to hit
him. Fighter may snap kick for additional +1 to
unarmed damage. If fighter misses, he must roll 4
vs. DX to avoid falling. A result of 21 or 22
causes 1d6 damage to fighter, no armor
protection. A result of 23 or 24 causes 1+1 damage and a chance of crippling.
U.C. V (IQ 14; 3)
Prerequisite: U.C. IV and DX 16 or better. An
attacker must roll 4 dice to hit this fighter in
normal combat, 6 dice if he is dodging and 7 dice
if he is defending. If a U.C. V fighter hits a
foe for 3 or more damage, foe is hit on a nerve
and drops weapon. U.C. V fighters may double
punch 2 separate targets. A U.C. V fighter may
parry 2 hits with each arm that he does not
attack with like the 2-Weapons skill. If he
chooses to parry with an arm, he may not kick.
If a U.C. V fighter charges a target in a
straight line of 3 or more hexes, he may attempt
a flying snap kick. If successful, damage is
doubled. U.C. V fighters roll 3 dice to avoid
falling from a missed snap kick and 4 dice for a
missed flying snap kick. Flying snap kicks
are not true charge attacks and do not take place
before other attacks. Flying snap kicks only
occur if the kicker has moved and can be aimed at any foe in his frontal hexes.
A U.C. V fighter may choose to sweep
kick all foes in his frontal hexes. Treat as a
sweep attack except no damage is done. All foes
that are hit must roll 4 vs. DX to avoid falling.
___________________________________________________________________________________________________________
Pole Weapons
Pole weapon users suffer -4 DX to hit if the hex opposite target
is a wall or column. If a pole weapon user is charging a spell caster
or a missile or thrown weapon user whose weapon is ready, then the
attack is resolved as if both had pole weapons. Target does not get
+2 for "grounding".
During a charge or 2-hex jab, a figure using any edged weapon or
a great hammer may strike at the head of the pole weapon instead of
the pole weapon user . Attack is - 4 DX and precedes the pole weapon
charge. If damage equals 1/2 minimum ST to carry rounded up then the
pole weapon becomes a club, otherwise there is no effect.
______________________________________________________________________
Dagger Marksmanship (the rule)
Applies to daggers or sha-ken; maximum range: 3 yards.
Head: -6 DX
no armor protection
double damage on normal roll
quadruple damage on a roll of 4
sextuple damage on a roll of 3
Hand: -6 DX
no shield protection
no armor protection lighter than chainmail
normal damage, target drops weapon or shield, etc.
_____________________________________________________________
Dagger Marksmanship I (IQ 10 talent, 2)
Prerequisites: DX 12, Knife and/or Sha-ken, Thrown Weapons
Increases damage done by thrown dagger or sha-ken
double damage on roll of 5-7
triple damage on roll of 3-4
Dagger Marksmanship II (IQ 10 talent, 2)
Prerequisites: DX 12, Knife and/or Sha-ken, Thrown Weapons
Increases damage done by thrown dagger or sha-ken by +3
Increases crippling hit roll by 1 if attacker chooses.
Dagger Marksmanship III (IQ 12 talent, 2)
Prerequisites: DX 14, Knife and/or Sha-ken, Thrown Weapons
May throw daggers and/or sha-ken twice per turn same as bow.
Second weapon must be easily accessible; adjDX = 16.
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