![]() TFG Rules (The Fantasy Game) Welcome to the World
Some of you who have played TRIAD may have found it perhaps more of a challenge than you’re ready for. Yet, you’re concerned that another game
world might lack the opportunities for adventure offered by TRIAD. Fear not! TFG leaves the Machiavellian complexity of Tir na n’Og behind, but still offers the best in monsters, magic, and
mayhem. The world of The Fantasy Game (TFG) is completely streamlined in order to facilitate playability, without the
loss of adventure. In The Fantasy Game, you may choose to
play a variety of characters.
You can be an Elf, Dwarf, Koshka, Sobaka,
or even a human.
You may wish to be a half-breed, or even a
monster; the only restriction is that you must look like what you are
playing; you cannot be a Dwarf if you are 6’2” and skinny.
If you are playing an Elf, you have to have
elf ears.
If you play a Koshka or Sobaka, you will
need to wear makeup or a mask to make yourself look like one.
If any of you guys are going to play a
female character, you’d better shave off your beard and moustache.
Once you have decided what race you want to be,
you need to decide what your equipment and abilities will be.
Are you a warrior type, or a Mystic?
Do you want to be both?
It
is assumed that most folks are honest...but some may have the
inclination to “borrow” game items from others characters.
Those
that get caught are often punished.
To figure out what abilities and/or equipment your
character can have, you must choose any three (3) categories from the
list below, as well as any of the standard adventurer’s equipment you
want. Selecting a category does not mean you have to use everything in
that category, but you may do
so, if you wish.
STANDARD ADVENTURER’S EQUIPMENT Daggers, shuriken (stars), rocko-socko, staff (in
order to use a staff, the player must wear a fencing mask), pocket
tools.
The player may choose any three (3) of the
categories they wish.
For example, you may choose Armor Category
2, Weapons C3, and Mystic C2.
You are now a medium warrior with a spear
and FIREBALLS! However,
as in the standard TRIAD games, steel has its disruptive qualities
against magic.
This
means that you cannot wear a shirt of steel maille and cast magic at the
same time (aluminum maille and Azon “shark shirts”, used for Elvin
maille, are considered alloy, even though they are aluminum or stainless
steel). You
can always, however, take off the shirt to work a spell.
ALCHEMY and SCROLLS can be used while
wearing steel, but cannot be created while wearing steel.
Ergo, steel-armored players could
use POISONS and FIREBALLS,
but not build WARDS or
FIREBALLS.
They would have to remove their armor to be
able to do so. They also cannot use KI-BOLTS or SUGGESTIONS or even HEAL
by Laying-on-of-Hands while wearing steel maille or armor.
Basically,
if you want the armor to protect you from magic, you cannot wear it and
do magic. If you take Category 2 armor, you automatically get
C1 as well. If you take C3, you get C2 and C1 as well. You may also
layer armor, such as a Helm over a maille coif or a breast plate over a
shirt of maille, adding an extra hit before you take damage.
If you wish to be a purist, you may choose to be a
magic user only, and choose Mystic categories 1, 2, and 3.
This will make you a straight Mystic-type
character.
If you want to be a heavy knight or
Cavalier type, you would choose Armor C-2 or C3 and Weapons C2 and C3.
This will give you both spear or poll axe,
as well as axe and sword.
There is also the possibility of being a
light Ranger with Mystic abilities, or a Mystic with a crossbow and
javelin.
There is no limit to the number of weapons you may
carry, so if you take C2 Weapons, you can carry an axe, a mace, 2
swords--or six swords if you want to.
By the same rule, a Ranger could carry as
many crossbows and bolts as he wants, and a Mystic can carry all the
KI-BOLTS he or she wishes, and up to 3 FIREBALLS at a time.
The KI-BOLTS are re-usable, just as a sword
can be used over and over again.
Fortunately, FIREBALLS burn up, and
therefore cannot be used again.
Use of the staff requires a fencing mask and
gloves, for the user’s protection.
The use of other C2 or C3 weapons also
requires a minimum of a fencing mask, unless you also choose C1-C3 armor
and actually wear a real helm.
If you want to play a Sobaka Mystic with a
crossbow and sword, for instance, you will have to wear a fencing mask
over your makeup or mask, but cannot wear a standard helm, because that
adds a fourth category.
All weapons are alloy unless they are made within
game-play, by the Game Master, to be
steel.
As always, steel offers protection against
magic, but it does not protect an area it does not cover.
Your exposed leg makes a great target for
KI-BOLTS.
And even if you are wearing plate, you’d
better be ready to dodge FIREBALLS.
This is why FIREBALLS are the most fearsome
items in the game system, but they must be made during game time itself,
which should add balancing restrictions. There is no Health Rating in this game
system.
All players, no matter what race, will have
an equal chance to live or die.
You will die in three (3) minutes after
being mortally wounded; sooner if you are wounded again, or if it is
compounded. Mortal wound = two (2) serious wounds or six (6)
light wounds Serious wound = three (3) light wounds
If you feel the need to calculate it on a point
basis or time basis, just remember that you can only take 6 points of
damage total before you are dying.
For every extra point of damage taken, you
lose 1 minute of life, so if you take a total of 9 points of damage you
are dead immediately, not just
dying. Therefore, a Mystic type could not do a Healing on you of Cure
Mortal Wounds...you would need to be Resurrected!
So, are you dead or still dying?
This is a role-playing game, and there is
some leeway allowed, but if you just got stabbed in the arm and in the
leg with a javelin, chances are you should be on the ground screaming as
you start to pass out, NOT still fighting.
CHANGES/DIFFERENCES
The major changes in the Mystic abilities from
those in TRIAD are in the number of components you can carry.
In this system, you can carry as many
KI-BOLTS (tennis balls) as you like, all of which are re-usable.
You can also have as much flour, cornmeal/
birdseed/ rice bran as you wish, BUT THESE ARE STEAL-ABLE! You have to
build your FIREBALLS within game time, but you can make as many as you
wish throughout the day.
Just remember that, once broken, they are
not re-usable.
The laying-on-of-hands, or HEALING, have no use
restrictions.
You cannot HEAL through steel armor, of
course, but you can HEAL as often as you wish.
You will still be unable to HEAL your own
mortal wounds; however, you can HEAL your own light wounds as long as
you do not have 3 or more of them (or two or more serious wounds), and
as long as you are physically able to touch the wounded area with one
hand.
SCROLLS are a lot shorter to read.
All SCROLLS take approximately 1 minute to
read and activate.
All
SCROLLS are unlimited in use as long as the player has the ability to
read them.
ALL SCROLLS ARE ALSO STEAL-ABLE! There are
some scrolls that are added to the game for special purposes that may
have only one use, but these items will be marked and directions are
usually on them. You
still need the ability to read scrolls in order to make them work,
unless otherwise noted on the scroll itself.
The spell SPEAK WITH SPIRITS is an extended
version of the SUGGESTION spell.
This allows a Mystic to enter into the mind
of the recently-deceased and question them.
The dead must answer truthfully, but need
not answer fully.
You can only use this ability once per
death of the character, and only for three (3) minutes.
However, another Mystic can do it to the
same dead character at the same time.
GAME MECHANICS
So you’re dead again.
No worries!
If you are not raised by a Mystic in the
game, you and your un-looted possessions will automatically return to
the village square after just 15 minutes. Once there you will be
resurrected. You
will be tired and disorientated for a while and this does not repair
your armor, but that can be taken care of by any good Mystic or smith
for a small fee. (Remember if you are a Mystic with Wards placed you
must go destroy them BEFORE returning to the village.) What’s that?
No money?
Well, go earn some by hiring on with
someone, or by whatever other means come to hand.
Tired of your character for the day?
Go ahead and change into someone else, so
long as you wear a completely different costume and act like another
character entirely.
Try being a Sobaka or Koshka.
One thing to remember; you cannot take any
game items out of the game in this manner, or “gift” them to your next
character.
You can leave them with another player,
though.
Of course, if you are not too comfortable
in your role-playing skills yet, it may be best to stick with just one
character for now.
Unless you play the change convincingly,
other players may mistake your new character for your (badly disguised)
old character.
You wouldn’t want your innocent new
character killed for something your wicked old character did, now would
you?
Weapons
Most of the weapons other than shinai are
available to rent from The Armory.
The only PVC
weapons allowed to be used
are those made by the TFA armory.
There are no other Foam and PVC constructs allowed!
Don’t even bring them!
Armor
The TFA game worlds have armor in three types:
STEEL, ALLOY, and LEATHER.
We have always played that aluminum or
plastic are Alloy and steel is Steel.
Steel armor will protect you from magic to
a certain degree, where alloy does not.
Steel armor (plate or maille) does not
protect you from a FIREBALL; you would be cooked in the shell.
Iron maille may turn a KI-BOLT, but it will
not save you from a FIREBALL, and might not stop a SUGGESTION, as it
does not cover all of your body.
You will be vulnerable wherever the armor
does not cover. Leather
armor or cuir bouillé is a light-weight alternative, but has little
protective quality.
It will not stop any magic, and will only
turn Type 1 weapons, such as a dagger slashes, but not stabs.
If your armor is Type 3, you will be injured on the 3rd strike of the shinai or impact weapon to that armor piece and only if struck on the same armor piece. Type 2 armor will protect you until the 2ndstrike to the same piece. Type 1 does not protect against shinai; only rocko-socko hits and dagger slashes. Shields are of all sizes and shapes, and take no damage except from FIREBALLS. All shields and bucklers, either wood, alloy or steel must have an edging of rubber hose wired to it to protect the weapons from damage.
Melee Combat rules are simple:
DO NOT
HIT ANYONE NOT WEARING A HELM
OR
FENCING MASK!
If
a person is not wearing a helm, you cannot hit them with any weapon
other than a dagger or rocko-socko.
If they are not wearing
goggles, you cannot hit them with anything!!
They are AC’s (Actors) for you to role-play
with.
Range rule
is to use against those not wearing a helmet.
You must be wearing a helm or
fencing mask in order to invoke RANGE RULE.
The RANGE RULE is: the person on whom you
are declaring “Range” must be no more than 3’ past the length of your
weapon.
You call “Range” instead of hitting them.
They can’t be concealed behind cover, or in
any other way protected from being hit.
RANGE is to subdue only!
A
subdued character is unconscious for 3 minutes and at the mercy of other
characters. Crossbows, daggers or roco-socos cannot be used for the
RANGE RULE.
There is no hand to hand
combat, no kicks, punches, knees or elbows.
Mystics
Mystics can be all kinds of characters. Wizards,
Sorcerers, Witches, Clerics, Druids and Mystics all fall under this
category.
REALITY RULE
Many times while playing the games, we find
situations where our safety or that of other players is compromised.
Should this be the case, it is the player’s
responsibility to call “Reality!” in a loud voice, which halts the game.
The players can then ascertain the
situation and, if necessary, remove themselves from the danger.
Play can resume once the danger is judged
to be negated.
The scene must be re-set as close as
possible to what it was before “Reality” was called.
The “Reality” rule is not to be used for
any other reason than safety situations.
Real first-aid emergencies need to be dealt with
immediately.
If you have allergies to bee stings, flora,
or fauna that requires you to carry an epi-pen, it is your
responsibility to carry one at all times.
First aid will be available on site, but
not always where you are.
Be smart, be prepared, and carry your own
emergency supplies—which are non-steal-able!
There is no hand to hand
combat, no kicks, punches, knees or elbows.
No tackling other
players and no use of trips or leg sweeps etc.
The other players are here to have fun as well and
it is not fun if someone gets hurt! Safety is your responsibility!
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