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(TFT) Superscripts in TFT



More Uses for Experience in TFT

One of the strengths and weakness of the TFT system
is the compactness of the attributes. The number of
attributes is kept to a minimum by using the attributes
often and this works well enough except in two situations.

First, the talents / IQ requirements ratio is such that
multi-class characters are impossible unless the character is
given genius level intelligence.
( Note, I also feel that several TFT talents cost
too many memory points for what they provide
the character and I have lowered the cost of
these talents, but that is another issue.)

Second, at very high levels characters always have high
values in all three attributes. This makes capable people tend
to feel alike. Wizards need high ST to power their spells, while
fighters need high IQ to be able to learn enough talents (even if
the talents are all low IQ skills).

The way TFT gets so much distance from its three attributes
is that each attribute represents several separate but related
aspects of the character. For example: ST has two primary
uses in TFT, the character's endurance and their general
vitality. It is easy to argue that these aspects of a person are
related, but are they absolutely connected?
DX's sub categories are accuracy and speed.
IQ is divided into memory and general intelligence.

With these optional rules it is possible to spend experience
in order to improve these sub-categories of your attributes,
while still retaining the basic relationships in a simple manner.
The most difficult to improve aspect of each attribute is
retained as the attribute, while the other aspect of the
attribute can be cheaply improved, turning the character into
something of a specialist.

These improved sub-attributes will be shown by adding
superscripts beside the attribute itself on the character
sheet. Here after these sub-attributes will be called
superscripts. A superscript is a MODIFIER to the basic
attribute which is added to it in special circumstances.

A superscript costs one third of an attribute ( round up ).
When totaling up attributes to see how much EP is needed to
gain the next attribute each point of superscripts the
character possesses also counts as one third of an attribute.


The superscripts of the three attributes will now be defined.


ST:
The most difficult aspect of strength to improve is
your basic power which determines how much you can lift,
the largest weapons you can comfortably use and your hit
points so this will be the basic attribute.

If you wish to improve your endurance add a superscript
above and to the right of the where your ST is on your character
sheet. This superscript is not used when making saving throws
vs ST, it is only used when powering spells, or using fatigue ST
to power magic items. (If you have been exhausted by a long
run this also uses fatigue.)
Normally this fatigue ST (here after abbreviated fST)
is gained by wizards to help power their spells.


DX:
The base aspect of DX is accuracy so your general
accuracy represents the true meaning of DX and costs the full
amount. DX is used to hit or cast spells and all feats were
finesse in required. Most saving throws are based against
DX, but see below.

The second part of DX is the speed of the character. This
represents the quick twitch that allows you to go first in
combat. Any ability that allows you to do more things in one
turn are concerned with Speed. To show that you have added to
a character's Speed, place a super script above and to the right
of your DX.
The Speed super script is added to your DX when
determining the DX order of attacks each turn. (In fact your
basic speed is equal to your adjDX not counting range
modifiers.) It is also used to determine if you can fire a bow
twice per turn. Note that several of my new talents that
allow you to do additional actions during a turn have a
prerequisite of a certain level of Speed. I allow Speed to be
used in a small class of DX rolls: if you need to react quickly
to a trap or some sudden event, but you don't need to react
accurately Speed may to be added to the character's DX.
(For example, when you need to throw your self out
from under a falling block you could hardly MISS the ground,
you just need to move quickly.)


IQ:
Memory is far easier to improve than innate intelligence
so general IQ remains the basic attribute. General IQ is used
to decide how complicated spells and talents the character
is able to understand. It is also used for IQ saving throws and
for battle of wills.

Memory (shown by a super script above and to the right of
the IQ attribute on the character sheet) is used to learn additional
spells or talents. For example, if you had a 10 IQ with +5 memory,
you could learn 15 spells of IQ 10 or less.



It is possible for characters or races to have negatives
to their super scripts but normally player characters will use
experience to purchase additional superscripts. Curses and
various bad effects can lower your superscripts.
They will also allow some spell and potion effects to be
more precisely defined as well as suggesting new spells and
potions.


Sample Character Sheet:

Neawea the Elf +6
32 Attributes


ST 10

+5
DX 12

+1
IQ 8

MA 14


Horse Bow 1 die (fires twice per turn at speed 16)
Cutlass 2d-2


Talents
-------
Bow (2)
Running (2)
Sword (2) (includes knife)
Literacy * (1)
Swimming (1)
Boating (1)

Note that Neawea can fire her horse bow twice per turn altho
her accuracy with it is relatively low. She has 9 points of
talents because of her extra point in memory. She is a 34
attribute character for all purposes (in particular for when
deciding how much EP she needs to go up an attribute).


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