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(TFT) Talent Packaging for Races in TFT



I've played with TFT races for years and they've been adequate. But I've also loved running D&D, GURPS, and other games's races because of their diversity. At high attribute points (37+) all the races tend to lose their distinctiveness.

Everyone has different views on what an orc, dwarf, elf should be like; This is my version. First I looked at all the traits I wanted a race to have, then I compiled it into a list and gave them values (the point values mostly come from TFT, TFT articles or GURPS). I also looked at what disadvantages the race might have. Any extra point values (subtracting disadvantage points from trait points) became the IQ 'Talent' cost to run that race. You still make your initial attribute distribution per ITL. You can buy out any disadvantages by paying the point cost for it. Not all dwarves are lushes.

Note: Again, I usually have my players start out at 36-38 point characters, so its easier for them to buy into one of these packages. I have not tried it on lower point characters. Also, yes it may seem a little lengthy on the list of things a GM will have to remember about a race, but then again, if the GM (and the players?) is creating the race according to how he views it, you'll probably remember if that dwarf should be passing up a chance to loot the mint when he should be pillaging the armory.

I know this may make the evolution of race a bit complicated, but then 'its only a theory.' Hopefully this theory will produce some countertheories as well.

If I felt a race had a tendency towards a certain area, but not always, I gave the trait as an option to be purchased at a reduce value but a .5 point cost was included in the racial cost.


DWARF RACE:    (4)
Dwarves tend to be magical resistant, science leaning, mechanician oriented. If they are wizards, it would be Rhune Worker or Weaponsmith Artificers. They are very traditions based. A new idea doesn?t get accepted till its been proven for 50 years.
   (1)  Longevity = 300 years
   (2)  Infravision = 30 ft.
   (2)  Can carry double the loads (see below for armor)
   (1)  +1 damage with Ax/Mace
   (.5) Warrior {at 1/2 cost = 1 point}  OPTIONAL
   (.5) Magical Resistance {at 1/2 cost = 1 point}
            [caster at -1DX for each level]  OPTIONAL
   (.5) Engineer/Architect/Mechanician/Mining/Blacksmith/Armorer
            skills {at 1/2 cost = 1 point}
   (1) +1 DX or +1 IQ to rolls on a learned Craft Talent
   (1) +1 Morale when underground
   (1) Can detect "North" when underground.  Meditate for 30 seconds.
   (0) Kinship for Dwarves
   (0) Don't ride horses/only ponies, war boars, etc.
   (0)     Horsemanship costs Double
   (0)     Boarsmanship costs normal (Horsemanship for boars, etc.)
   (-1) Phobia - Large body of water
   (0)     Dislike for rivers & ponds
   (0)     Swimming costs double
   (0)     Diving costs double
   (0)     Boating costs double
   (0)     Seamanship & Captain costs triple
   (-2) Lush/Alcoholism
   (-2) Gold & Gem greed
   (-1) Intolerance - Orcs, Dragons, & Dark Dwarves
   (0)  Dislike - Elves, Goblins

       <Dwarves make:
               Dwarven Chainmail (non-magical)*
               Dwarven Architectural defenses
               Dwarven cut gems
               Dwarven Weaponsmith/Artificer - weapons

Armor Adjustment: dwarves can carry double the load, therefore he should be able to carry armor better. Add ST x .5 to your Strength for purposes of determining armor DEX (per Strength advantage ITL P.9)

*Dwarven Chainmail - Stops 4 points at Dex -3. Dwarven Chain acts as if it is Fine Chainmail. This armor can takes Fortify & Deflect enchantments at 1/2 cost and 1/2 the time. Its most unique feature is that it is completely impenetrable under normal combat conditions. All damage taken by someone wearing this armor is automatically treated as crushing damage.

However, the manufacture of Dwarven Mail requires Dwarven Steel and other expensive ingredience (the exact nature of which are a closely held secret of the dwarven race) and suits can only be made for the mightiest of lords & heroes.

Dwarven law also mandates that suits of Dwarven Mail be controlled issued to Dwarves or Gnomes only. All outside sales are to be registered with the Armorer's Guild. Dwarven Mail that is worn by those races disliked by Dwarves will risk confiscation.

   Dwarven Chainmail                        Asking Price - $2000
   Dwarven Chainmail can be custom-fit as
          Fine Dwarven Chainmail.  Stops 4 points at Dex -2.
                                            Asking Price - $3000

<Wood> ELF RACE:    (7)
Wood elves like Glyph Rhunes.
   (2)  Longevity = 2000 years
   (2)  MA=12
   (2)  Night Vision talent to 45 feet
   (1)  Save IQ versus Sleep or Charm Spells
   (1)  Not as paralyzed by ghoul touch  <saving throw vs. ST+2>
   (2)  Naturalist
   (2)  Alertness
   (2)  Silent Movement
   (.5) Animal Handler [at 1/2 cost = 1 point}  OPTIONAL
   (.5) Missile Weapon skill at 1 point         OPTIONAL
   (.5) Fighter Class can purchase 1 spell at cost = 1;
            Wizard Class gets 1 free spell      OPTIONAL
   (0)  Cannot be resurrected
   (0)  Communal oriented
   (0)  Business Sense costs double
   (-2) Sense of Duty to Nature
   (-2) Code of Honor - Live Elegant Lives
   (-2) Code of Honor - Promote good, Deter evil;
            Protect those weaker than yourself
   (-1) Intolerance - Orcs & Dark Elves
   (0)  Dislike - Dwarves

       <Wood Elves make:
           Elven Silversilk Cloth (non-magical)  Stops 2 hitpoints
           Elvish bows at +1 DX
           Elven Boots with magical Silent Movement>


HIGH ELF:	(6)
   (2)  Longevity = 2000 years
   (2)  MA=12
   (2)  Night Vision talent to 45 feet
   (1)  Save IQ versus Sleep or Charm Spells
   (1)  Not as paralyzed by ghoul touch  <saving throw vs. ST+2>
   (2)  Alertness
   (2)  Silent Movement
   (1)  High Elf (+1 reaction) from other elves;
          from other races who recognize them
   (1)  Savior Fairre
   (1)  Literacy
   (.5)   Fighter Class can purchase 1 spell at cost = 1;
          Wizard Class gets 1 free spell       OPTIONAL
   (0)  Cannot be resurrected
   (0)  Urban oriented
   (0)  Business Sense costs double
   (-2) Sense of Duty to Nature
   (-2) Code of Honor - Live Elegant Lives
   (-2) Code of Honor - Promote good, Deter evil;
          Protect those weaker than yourself
   (-1) Intolerance - Orcs & Dark Elves
   (0)  Dislike - Dwarves

       <Elves make:
           Elven Silversilk Cloth (non-magical)  Stops 2 hitpoints
           High Elves make enchanted items


DARK ELF:    (4)   Drow
   (2)  Longevity = 2000 years
   (2)  MA=12
   (2)  Night Vision talent to 45 feet
   (2)  Alertness
   (2)  Silent Movement
   (1)  Save +1 IQ versus Sleep or Charm Spells
   (1)  Not as paralyzed by ghoul touch  <saving throw vs. ST+2>
   (.5) Fighter Class can purchase 1 spell at cost = 1;
           Wizard Class gets 1 free spell
   (.5) Traps {at 1/2 cost = 1 point}
   (.5) Interrogation {at 1/2 cost = 1 point}
   (0)  Business Sense costs double
   (0)  Tends towards "dark" spells
   (0)  Cannot be resurrected
   (-2) Sense of Duty to Nature
   (-2) Code of Honor:  Live Elegant Lives
   (-1) Bully (emphasis on non-physical)
   (-1) Fanaticism - Dark Elf
   (-1) Paranoia
   (-1) Dislike of sunlight (actually it is a distrust of sunlight)
   (-1) Reputation - Dark Elf (-1 reaction roll) to those who
           recognize him as Dark Elf.
   (-2) Intolerance - All other races & "Good" elves & 1/2 elves

 SELECT
A) Dark High Elf
   (1) Dark High Elf (+1 reaction) from other dark wood elves
   (1) Savior Fairre
   (1) Literacy
B) Dark Wood Elf
   (2)	Naturalist
   (2)	Monster Follower

Dark elves are ?purist? elves. They are the same race as elves, just different politically and attitudinally. Their attitude is ?dark? and they often show this by dark tattoos or black make-up.

     <Elves make:
          Elven Silversilk Cloth (non-magical)  Stops 2 hitpoints
          Dark High Elves make "dark" enchanted items



There are more races to come:
Goblin, Hobgoblin, Spencer's Hemogoblins, Broo, Reptile Men, Orcs, Hobbits, Gargoyle, Minotour, Centaur, Ghoul, Walking Dead Ghouls, Zombies, Skeletons, Werewolves, Lurker Monster, Screamers, Dragoon, Doppleganger


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