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(TFT) Character Creation, Skills, and Clarifications
Andrew Morris has sent to me a fine list of rule additions and clarifications,
and he's allowed me to post it here. I'll also make it available as a text
file on the website ( http://www.brainiac.com/tft ). If anyone wants to
turn it into HTML, just email me the code you create and I'll plug it in!
Some of his original file has been edited out. This code includes a list
of Talents that includes those listed in ITL, and talents that were
originally published in The Space Gamer. Maybe I'm being too cautious on
this, but those items were originally published elsewhere. I've asked a
few folks for opinions, and if the answer warrants their inclusion, I'll
post the full file. For now, though, here's the edited version, including
the sectional armor and random hit location rules:
THE FANTASY TRIP
Character Creation, Skills, and Clarifications (v5.2)
Andrew Morris - amorris5@concentric.net
ATTRIBUTES
Luck:
For both wizards and heroes, ST, DX, and IQ are determined normally.
However, a fourth attribute, Luck, has been added. In a hostile world, death
is a common occurrence, and often the resolution of conflict is violence. Of
course, the ever-present fear of death is part of what makes a campaign
exciting. At the same time, a good story can be ruined by an untimely death
at the hands of a random encounter. Luck is used to allow a character a
second chance. It is not designed to guarantee survival, but it will reduce
the likelihood that a well-played character will die as a result of an
unfortunate critical hit or unexpectedly over-competent foe.
Any time a character dies and the GM does not feel the death was
justified (e.g., the situation was played well -- or at least role-played
well), a 4D roll vs. Luck is made. If the roll fails, the character remains
dead. If the roll is made, however, the character is merely in an unconscious
state (hovering somewhere between 1 ST and 0 ST). Even if the character is
alone, it is assumed that whatever killed the character leaves him/her alive,
though possibly as a prisoner and likely with fewer possessions. Note also
that a successful luck roll reduces the character's Luck by one point.
A character's starting Luck is based on the character's number of
starting points, as follows:
Base 32 pts. = 3d6 Base 36 pts. = 2d6+6 Base 40+ pts. = 2d6+8
Once the character has begun adventuring, Luck may be purchased at the
rate of one point per 100 exp., but it may never be purchased to a level above
16 (although a good initial roll means that a character's starting luck may be
higher than 16).
The effects of Luck are overriding, and should be handled creatively
by the GM. For example, a player cannot slay his comrade and then, in an
effort to counteract a successful Luck roll, completely severe the head.
Instead, fate intervenes, preventing the final blow (perhaps someone else
interrupts the action).
Appearance:
Many players want to have an objective rating of their character's
appearance. Appearance for player characters ranges from 2 (as unattractive
as they come) to 12 (as beautiful as possible). Appearance is determined by
choosing the default (usually 7 or 8 -- ask your GM) or by rolling 2d6. It is
not permissible to roll first and then choose the default if the roll is
unsatisfactory. Note that rolling does not depict an accurate sample of the
population (i.e., there are, arguably, fewer than 1 person out of 36 who can
be categorized as an example of the most beautiful people). However, part of
the fun of the game is playing out one's fantasy, so the ratio of attractive
heroes should be higher than in the general population. GMs wishing for a
more realistic representation of the population should consider having the
players roll 4d3 for their character's appearance (the minimum is higher but
the average appearance will actually be closer to what it should be).
Also note that there are ways to alter appearance. A Glamour spell
can make the subject appear more attractive, and shape-changing spells can
actually adjust the Appearance score. However, in such cases, assume the
maximum result is really an 11+, for nothing can replace natural beauty (i.e.,
an initial roll of 12). In addition, the GM can rule that certain skills
increase one's effective appearance (perhaps adding +1 for Sex Appeal, and +2
if both Sex Appeal and Charisma are used by the character).
SKILLS
To acquire skills and spells, a pool of points called Skill Points
(SP -- also called Talent Points) has been added. While IQ still determines
the maximum level of talents and spells a character may know, SP determines
the number of points a character may "spend" for them. SP is equal to the
character's IQ plus the average of ST and DX (round up only during character
creation). This also applies to earned experience: every IQ point adds one
SP, but it takes two points of ST and/or DX to add one SP. Note that no
character may know more spells than (s)he has IQ. Should a character reach
that limit, (s)he may only learn new spells by adding points to IQ.
It is recommended for heroes, and usually mandatory for wizards, that
they spend approximately 1/4 of their SPs on the following types of skills:
Languages, mundane skills (including skills such as seamanship or diving),
knowledge skills, and personal skills (e.g., diplomacy, business sense, etc.).
Ask your GM to be sure whether it is required to spend some SPs on these
skills.
New Skill Descriptions:
Fast draw -- On a 3d6 roll vs. DX, the character can draw a melee weapon and
attack with it on the same round. A failed (but not critically failed) roll
means that the character may still attack that round, but at a DX penalty
equal to twice the amount by which the character missed the roll. Note that
this skill is usable with the Two Weapons skill.
Knowledge -- These skills are usually associated with areas or aspects of
society, but may apply to any bit of trivia not covered by another skill. By
making a 3d6, 4d6, or 5d6 roll vs. IQ (depending on how esoteric the
information is), the character will know about specific people, places, or
habits. Unlike any other skill, this one may be increased by "levels." For
every additional point added to a particular knowledge skill, the character
can add two to his/her IQ for the purposes of making a roll against that
specific knowledge skill.
Specialization (previously called Swordsmanship) -- Prerequisite: DX 13+,
weapon skill. This skill applies to any melee weapon with which the character
is skilled. Use of the skill adds a +1 to the damage done by an attack. The
character must be wearing leather, cloth, no armor or have an AdjDX of 13+ to
gain the bonus. Note that the weapon type for which this skill is chosen must
be specified when learned. It is permissible to learn this skill for more
than one weapon, but only once per weapon.
ITL Talent/Spell Clarifications:
Scholar (IQ 13): This skill grants a +1 to IQ for rolls against all known
knowledge skills.
Strategist (IQ 13): The roll to determine the enemy's plans is reduced by one
die, to become a 4d6 roll vs. IQ.
Two weapons (IQ 11): If the character has the base 13 DX necessary to learn
this skill, but an AdjDX of less than 13, the character may still use both
weapons normally if attacking with both or parrying with one. However, if the
character chooses to parry with both weapons (i.e., to prevent four points of
damage), (s)he must roll 3d6 vs. DX to successfully parry with the second
weapon. A failed attempt means that only two points of damage are stopped
(by the primary weapon).
Astral projection (IQ 15 spell): This spell may be cast on willing subjects
other than the caster.
New Spells:
Heal (S) (IQ: 12): For every 5 ST spent, this spell heals one point of
physical wounds. If combined with the Priest skill (and if deities exist that
grant special powers to their worshippers), the spell costs only 3 ST, and
heals 1D of wounds. However, for a priest to successfully cast Heal, (s)he
must first make a 4D roll vs. IQ (to show favor with his/her deity). A
character with the Theologian skill rolls only 3D vs. IQ. The character may
pray for 15 minutes to earn a +1 to his/her IQ for the roll, or 30 minutes for
a +2. A failed attempt to cast this spell costs 1 ST.
The rather long (and growing) list of assorted additional TFT changes:
Combat:
-- A player may roll to miss an enemy as long as the roll to miss does not
increase the character's chance of striking that enemy.
-- A figure is considered engaged only if (s)he is in the front hex of someone
who can attack that turn.
-- A target's facing does affect the chance to hit when using a missile
weapon.
-- Range and facing adjustments for DX do affect when an attack occurs.
-- Range is determined by counting only the number of hexes between the
attacker and the target.
-- For a pole weapon attack to be considered a charging attack, the following
conditions must be met: 1) the attacker must be running, 2) the attacking
character's last three hexes of movement must be in a straight line, and
3) the attacker can make no facing changes during or after the final three
hexes. When setting to receive a charge with a pole weapon, however, the
attacker can change facing, but the charging target must still have been
running in a straight line for the final three hexes of movement.
-- When making a sweeping blow, roll for each attack separately.
-- When berserk characters recover, they take one point of fatigue for each
round that they were berserk. If the characters expend more fatigue than
they have available, the remainder is taken as wounding damaging. This
supercedes the rule in Advanced Melee that berserk characters take two
points of wounding damage when they recover.
-- Bolas: A target struck in the legs gets a 3d6 roll vs. DX to avoid falling
down, and the roll is required only if (s)he chooses to move in some way
(e.g., move, attack, dodge, change facing). As long as the bola remains
wrapped around the target's legs, the character must roll each round (s)he
attempts to move while standing.
-- Lassoes: A target hit on the body with the intent to be pulled to the
ground gets a roll vs. DX to remain standing. If the attacker is stronger,
the roll is on 5 dice; 4 dice for the same ST; 3 dice if the attacker is
weaker; and 2 dice if the attacker is only half as strong as the target.
Regardless of the roll to keep his/her footing, the target is still
captured by the lasso.
-- Wood Flesh, Stone Flesh, and Iron Flesh spells and magic items do not
combine with armor of any type. However, the various "Flesh" spells will
work with non-magical shields.
Spells:
-- When a wizard casts a spell, the ST is subtracted immediately, and affects
the wizard like wounds do. Therefore, a 5 ST fireball will give the caster
a -2 DX to hit with that spell and an 8 ST spell will also knock down the
caster. This applies only to spells cast while in combat.
-- When casting missile spells of more than four dice of damage, an extra roll
is required to complete the spell before the roll the hit. This roll is
against DX -2, with an additional point subtracted from DX for each
additional die of damage (e.g., 5D attack is -2. 6D is -3, 8D is -5, etc.).
-- Fatigue for a wizard is treated as a completely separate characteristic
from wounds. Therefore, a wizard may use up to his ST in fatigue and still
have full ST for purposes of wounds. In addition, a wizard who runs out of
fatigue may still cast spells by using two "wound" ST for every one ST
point required by the spell. This wounding is real, and heals at the
normal rate of 1 pt. every two days. Note that it is possible for a wizard
to cast himself or herself to death.
Races:
-- Races that require double the number of experience points to increase in
abilities need only 150% of the normal number points rather than the listed
200%.
-- Gargoyles may fly with an MA of 16. However, each turn spent in the air
costs a point of fatigue. If the gargoyle continues to fly once all
fatigue has been expended, the gargoyle takes one point of wounding damage
per turn spent flying.
Optional Rules:
a. Character Creation Points:
Instead of allocating points among the three attributes, and then
using the totals to determine Skill Points, this method uses a common
pool (called Character Points - CP) from which the player may buy
attributes, skills, and spells as desired. This system allows for
more realistic and rounded characters who may be highly skilled
without having high ratings in their physical attributes.
In this system, spells still cost one (character) point, skills cost
their listed value, and attributes have a character point cost based
on the total attribute points possessed by the character.
Attribute Total Character Point Cost Per Attribute Point
0 - 36 1
37 - 40 2
41 - 44 4
45 - 48 8
49 - 52 16
For every four attribute points thereafter, double the previous
character points required.
For example, John wants a ST of 14, a DX of 16, and an IQ of 9 (for a
total of 39). This costs at total of 42 character points (CP) -- one
each for the first 36 attribute points, and two each for the next
three attribute points. Any remaining CPs John's character has can
now be spent on skills and spells.
Experience works in a similar manner. Every 125 experience points may
be traded in for one CP, which may be used to buy new skills, spells,
or attributes . Note that an additional luck point still costs only
100 exp., not 125 exp.
The following chart provides some comparison CP totals to use when
deciding how powerful beginning characters should be.
Previous System Character Point System
32 points 54 CP
34 points 57 CP
36 points 60 CP
38 points 66 CP
40 points 70 CP
42 points 80 CP
44 points 90 CP
Note that IQ still determines what level of skills and spells may be
learned. In addition, intelligence-based skills that previously did
not require a roll vs. IQ (e.g., diplomacy, charisma, naturalist, etc.)
now do.
b. Defending and Dodging:
These rules replace the ITL rules for using 4D when attacking a
defending or dodging character.
When a character elects to defend or dodge, his/her DX is subtracted
from 8. The result is the penalty assigned to the attacking
character's chance to hit (always at least a penalty of -1). Note
that this penalty applies only to the chance to hit, not to the attack
order.
c. Parry and Riposte:
A character with an AdjDX of greater than 11 who is using a melee
weapon may elect to combine his/her attack with a parry. To do this,
the character reduces his AdjDx for that round (no lower than 11), and
subtracts the same amount from his/her opponent's attack roll. Note
that while the character's actions are all performed at the reduced
DX, the only action of the opponent's that is affected is the attack
roll. This option can be taken only against a single opponent in the
character's three front hexes who is wielding a melee weapon. However,
if facing multiple opponents, the character may parry a different
opponent than (s)he attacks.
d. Thrown Spells:
All thrown spells that directly affect another character (e.g., trip,
freeze, etc.) now get a saving roll vs. the relevant attribute. This
replaces any maximum attribute requirements (e.g., it is now possible
to put someone with a ST greater than 20 to sleep if the target fails
his/her roll vs. ST).
Trip: 4D vs. DX Drop Weapon: 4D vs. ST
Sleep: 5D vs. ST Freeze: 7D vs. ST
Command: 7D vs. IQ
e. Armor and AdjDx:
The DX penalty for armor is two lower than listed, meaning it is less
restrictive. Note that it is not possible to have armor grant a DX
bonus for wearing it. Only the DX penalty is reduced; weight and MA
are unchanged.
f. Sectional Armor and Random Hit Locations:
Note that use of this optional rule tends to make for a bloodier game.
(f.a) Armor Weight DX- MA- Total Defense*
0.1 to 7 kg -1 0 1*
7.1 to 8 kg -2 -2 2*
8.1 to 15 kg -3 -4 3*
15.1 to 20 kg -5 -4 4*
20.1 to 25 kg -6 -4 5*
*For comparison/reference only.
Note that the DX penalty is based on the penalty listed in ITL and AM.
Reduce all of these by two if you are also reducing the DX penalty for
full suits of armor (i.e., optional rule e above).
(f.b) Sectional Armor:
Penalty Roll Location 1 2 3 4 5
-6 3-5 Head 0.7 0.8 1.5 2.0 2.5 kg
-4/-6** 6-8 Arms*/Hands* 1.2 1.3 2.5 3.3 4.2 kg
0 9-13 Torso 2.1 2.4 4.5 6.0 7.5 kg
-4 14-18 Legs* 2.8 3.2 6.0 8.0 10.0 kg
* Roll randomly to determine which arm, leg, or hand.
** The penalty to target an arm that is holding a shield is -6.
The effects of damage to specific body parts are described in Advanced
Melee, p. 20.
(f.c) Cost of Sectional Armor:
Locations 1 2 3 4 5
Helmet 6 11 22 35 60 $
Vambraces* 9 17 35 55 85 $
Cuirass 22 45 85 130 250 $
Chausses* 16 30 65 95 160 $
* Gloves are included with vambraces, and boots are included with
chausses.
To use the above charts when selecting armor, find the area to be
protected on Table f.b and determine the number of points to be
subtracted from damage to that area. Each number corresponds to a
particular material (i.e., 1 point is equal to cloth, 3-point material
is chain mail, 5-point material is plate, etc.). Cross-reference the
amount of the protection with the selected area. The result is the
weight of that armor type for that area. Using Table f.c, do the same
to determine the cost in silver to protect that area. Once this has
been done for every location to be protected, total the weight and use
Table f.a to determine the resulting penalty to DX and MA.
To use the charts to determine hit location, use Table f.b. The number
in the first column refers to the penalty an attacker applies to
his/her AdjDX when specifically targeting that body part. In addition,
the GM may use the second column of Table f.b to determine randomly
the location of all non-targeted attacks.
Fine Plate is sold only as an entire suit of armor -- use the listed
stats.
g. Variant Random Hit Locations
Note that use of this optional rule tends to make for a much bloodier
game.
For added realism, substitute the following table for table f.b above.
Sectional Armor:
Penalty Roll Location 1 2 3 4 5 Notes
-10 3 Eyes .7 .8 1.5 2.0 2.5 kg a
-8 4 Neck .7 .8 1.5 2.0 2.5 kg b
-6 5 Head .7 .8 1.5 2.0 2.5 kg
-4 6,7 Weapon arm 1.2 1.3 2.5 3.3 4.2 kg
-4(-6*) 8 Off-Arm 1.2 1.3 2.5 3.3 4.2 kg
0 9-13 Torso 2.1 2.4 4.5 6.0 7.5 kg
-4 14 Thighs 2.8 3.2 6.0 8.0 10.0 kg c
-4 15-18 Legs, Feet 2.8 3.2 6.0 8.0 10.0 kg
* The penalty to target the off arm becomes -6 if the arm is holding
a shield.
a) In addition to normal head damage, penetrating damage of more than
1pt. causes the loss of an eye (DX -4, recoverable to DX -1; loss
of that side's front hex). Penetrating damage of more than 3 pts.
causes loss of both eyes (permanent DX -8, permanent blindness).
b) In addition to normal head damage, penetrating damage of more than
3 pts. causes loss of vocal cords. Penetrating damage of more than
8 pts. instantly kills the character.
c) In addition to normal leg damage, penetrating damage of more than
5 pts. causes lameness (permanent MA -2).
h. Disadvantages:
Check with your GM about whether disadvantages may be selected for
your character and, if so, which ones and how. No more than four
additional points may be gained through disadvantages, and they do
not add to the total number of character points when determining the
number of experience points necessary to increase ST, DX, or IQ.
========================================================================
Joe Hartley - jh@brainiac.com - brainiac services, inc
PO Box 5069 : Greene, RI : 02827 - vox 401.539.9050 : fax 401.539.2070
Without deviation from the norm, "progress" is not possible. - FZappa
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