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Re: (TFT) Re: TFT Digest V4 #463
I think animals should have a sort of IQ crippleware. It can do some of
what IQ does, willpower and perception for instance, but not everything.
And they have instinctive talents like Alertness.
My IQ 7 spells are:
- BLUNT WEAPON (T: IQ7, ST 1/-) A blunt weapon does 1 point less damage.
A weapon can be blunted up to 5 times, subsequent uses of the spell have
no
effect. Blunting is a permanent effect and can be corrected by Repair or
use of a whetstone. Ineffective against weapons that are already blunt.
- FOG (C: IQ7, ST 1/-) Fills one hex with a magical fog that somewhat
obscures vision. -2 DX for missiles per hex of fog, and -2 DX if attacki
ng
into or out of it. Anyone in or entering the fog also becomes slightly
damp. Lasts 12 turns, or less in wind.
- KILL RAT (T: IQ7, ST 1/-) Causes 1 point of damage. Does get stopped
by armour.
- LITERACY (S: IQ7, ST 2/-) Allows the caster to read and write any
languages he knows, but reduces his IQ to 6 and disorders his common sen
se.
The spell lasts one minute: long enough to, for instance, write a slogan
on
his own or another prootwaddle's body. The negative effects of the spell
,
however, pretty much guarantee the slogan will be bizarre at best and
gibberish at worst.
- MAGIC ROCK (M: IQ7, ST V/-) Creates and flings a magic rock to damage
a single target. Does 1D-3 (minimum 0) for each ST point used to cast.
- PROOT! (T: IQ7, ST 1/-) Makes a loud “Proot! Proo-oot!�� noise – louder
than a prootwaddle can make. Prootwaddles find the sound reassuring.
Non-prootwaddles find it irritating.
- PUSH / PULL (T: IQ7, ST 2/-) Victim must roll 3 vs DX, or 4 vs ST,
victim's choice. If he fails he must step directly away from (for push)
or
toward (for pull) the caster, or fall down. (As though forced to retreat
.)
Can also be used to push around inanimate objects, or even friends.
- SPEED HAIR (T: IQ7, ST 3/-) For the next day the target's hair
(wherever on body) grows at twice the normal rate.
- SUMMON HOUSE CAT (C: IQ7, ST 1/1) Summons a House Cat [ST 4, DX 14, IQ
5, MA 14. 1-2 in HTH only, -3 DX for enemies to hit it] to fight for the
caster.
- SUMMON VERMIN (T: IQ7, ST 1/1) Summons vermin to fight for the caster,
of a kind with which the caster is familiar: rats, bats, piranhas,
piranhakeets, scuttles or something similar at GM discretion. Roll one d
ie
for the number, -1 if the environment is not really suitable, -2 if high
ly
unsuitable, -1 for bats, -2 for piranhakeets.
- THICKSKINNED (T: IQ7, ST 2/-) Target's skin becomes thick and
leathery, it stops 2 hits but the target suffers -1 DX.
- UNREALISTIC IMAGE (C: IQ7, ST 1/-) Creates a translucent 1 hex image
that wouldn't normally fool anyone. Last 12 turns. Can be disbelieved on
2
vs IQ. In difficult seeing conditions (fog, etc.) can be almost as
effective as a regular Image. Also effective if the creature being
simulated happens to be translucent.
--
David
On 1 December 2015 at 13:23, Jay Carlisle <maou.tsaou@gmail.com> wrote:
> Agreed David... working up a basic Google.doc for each stat as I
> currently have worked up. In a 3 stat system each stat needs to do
> more than a single task and I use IQ as a measure of perception and as
> a measure of how effective a Figure or Unit can be at micro-managing
> its time which in effect allows more Followers/Talents/Orders to be
> carried the higher the IQ. Orders are in effect Talents learned as a
> Unit and able to be executed en mass and the above is more a rule of
> thumb guide to what kind of Orders might be expected from a Unit of
> whathaveyou rather than trying to pin individual IQ's per say...
> although the point about the monkey is quite interesting... assuming
> communication was possible such that an Order set was able to be
> established and the monkey was hip to thinking like a human of course.
> Plant's as individuals may not influence on a Melee scale of action
> but the idea of a bio-region of plants being in a network may allow
> some influence on such activity? Agent Orange? IDK... How much does
> swimming have to do with smart?
> Great points to mull over Sir, I'd love to see anything You might have
> to hand on IQ7 spells by the way... no worries though.
>
>
> On Mon, Nov 30, 2015 at 5:23 PM, David Bofinger
> <bofinger.david@gmail.com> wrote:
> >> IQ
> >> 0 > >> 1 > >> 2 > >> 3 > >> 4 > >> 5 > >> 6 > >> 7 > >> 8 > >> 9 > >> 10 > >
> > TL;DR but I picked this up skimming. My first instinct is that it's got
> to
> > be wrong. By these definitions a fighter who owned a pet monkey might b
e
> > well advised to let it handle the thinking.
> >
> > IQ 7 lets you buy weapon skills. I don't know if anyone's taught a monk
ey
> > to fence, but I would guess someone in a circus has tried so probably
> they
> > failed.
> >
> > Great apes will occasionally use clubs but that doesn't require a talen
t.
> >
> > Some apes have been taught e.g. sign language but that has no IQ
> threshold
> > unless you call it literacy in which case it's IQ 8.
> >
> > Maybe chimps are IQ 4 to 6? That leaves prootwaddles slightly smarter
> than
> > most chimps which seems right.
> >
> > Birds vary a lot. Some birds, mostly corvids and parrots, are really
> quite
> > smart, probably maxing out at IQ 5 or 6. On the other hand ratites tend
> to
> > be idiots.
> >
> > Dolphins aren't as smart as popularly imagined.
> >
> > Working at the trailing edge of intellect reminds me of when I wrote up
> IQ
> > 7 spells for prootwaddle wizards. Magic Rock!
> >
> > --
> > David
> >
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