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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.

The land is called CASCADIA, which has two major port cities, called SEAVIEW and TAHOMA, a smattering of villages or small towns, and the caravan routes that link them. Most of our adventures will take place in the outlying areas along the caravan routes. Your characters can be from anywhere in CASCADIA, or from neighboring territories: to the north, VOUCOURVILLE, to the east, the barren wastelands of SPOKANIA, to the south, across the Great River ROSACIA.

The common language is English.

Elves, Dwarfs, Koshka, Sobaka, Goblins, Orcs, Trolls, and other races exist here, but humans are the dominant race, and the ones in charge of trade and commerce. Some races get along, most do not.

All types of magical and mystical creatures abound, with special powers not known to the average inhabitant, but these are NPCs ONLY. Some coinage exists, usually TFA brass, but barter is the most common form of trade. Crystals, gems (marbles/pente stones), polished rocks, and other really cool stuff are always in demand. DON’T BRING IT TO THE GAME IF YOU DON’T WANT IT STOLEN! Food is always a good trade item, and cannot be stolen.

Most of the games will be played as adventures where you are trying to figure out the plot and solve the riddles before the end of the day. You may work as a team or as individuals, but you may never have a group larger than 5 working together. You can mix your races and even play against each other, but ultimately each game is designed to make it impossible for you to divide the spoils amongst a large group of players.

CHARACTER CREATION

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 ADVENTURERS EQUIPMENT

Daggers, shuriken (stars), rocko-socko, staff (in order to use a staff, the player must wear a fencing mask), pocket tools.

ARMOR

WEAPONS

MYSTIC ABILITIES

Category 1:

Leather:

Helm

Armor

Shield/Buckler

C1:

Missiles:

Crossbows

Javelins

C1:

Spells:

Healing

Ki-Bolts (no limits)

Suggestion

Speak with Dead

 

 

 

 

 

 

 

Category 2:

Alloy:

Helm

Armor

Shield/Buckler

C2:

Swords

Axes

Maces

Hammers

C2:

Alchemy:

Fireballs

Wards

Poisons

Potions

 

 

 

 

 

 

 

Category 3:

Steel:

Helm

Armor

Shield/Buckler

C3:

Pole Arms:

Spears

Poll Axe

Halberds

C3:

Scrolls:

Animate Dead

Armor Repair

Resurrection

Regeneration

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.

 

Shinai

Type 2 Weapon.

This is the only type of sword that will be allowed in the game for players. Rebuilt shinai, or short swords, may also be used however they must still collapse!

SPECIAL weapons will be placed in the game for player use. You will know them on sight. You may use them. 

***NO THRUSTING WITH SHINAI!***

Spear

Type 3 Weapon.  A PVC and foam weapon 6’-8’ in length. 

Pole Axe

Type 3 Weapon.  Same as Spear.  Weight limit: 4 lbs.

Javelin

Type 2 Weapon.  A PVC and foam weapon much like a Spear, but smaller.  3’-5’ in length. Can be thrown at anyone wearing goggles or helm. Can be used to “Range” opponent as hand held weapon.

Daggers

Type 1 Weapon.  Rubber practice tanto.  May be thrown.  Rubber or plastic knives of the other type may not be thrown. “Cold Steel” practice daggers type can not be used to stab with.

Roco-Soco

Type 1 Weapon.  A pair of socks in a sock; a sock “blackjack.”

Staff

Type 1-2 Weapon; variable.  6’ PVC and foam weapon.  Entire staff is covered by foam and tape.

Crossbow

"Not allowed at all sites"

Type 2 Weapon.  Made to look like a real crossbow.  It is powered by surgical tubing.  Or you may build an actual wooden bow of ½” spruce/fir lathe construction.  The bolts are made from ½” dowel, 12” long-fletched, and with bird blunt heads.  All crossbows must be under 25# equivalent draw.  A limited number of bolts may be carried and are available from the ARMORY. (Number of bolts depends on number of archers)

Axe

Type 2 Weapon.  PVC and foam.  Maximum weight 3 lbs, 3’ length.

Hammer

Type 2 Weapon.  PVC and foam.  Maximum weight 3 lbs, 3’ length.

Mace

Type 2 Weapon.  PVC and foam.  Maximum weight 3 lbs, 3’ length.

 

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!  Shinai, rubber daggers, crossbows and roco-socos are allowed to be brought into the game by players. However, plastic daggers and toy plastic swords are not allowed (they may be in the game for other purposes).


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.

 

Class 1 Armor

Heavy leather 10-12 oz., cuir bouillé, leather girdles, bracers, etc.

Stops most Type 1 weapons

Includes fencing masks (considered un-helmeted but for protection)

Class 2 Armor

Chain maille, ring maille, scale maille, lamellar, brigandine

Will take 2 hits from a shinai or other weapons.  A stab by a spear or javelin will penetrate it on first strike.

Includes most open-faced helms (screened face for protection)

Class 3 Armor

Plate and partial plate

Will take 3 hits from a shinai to damage you. 2 thrusts from a javelin to damage you and 1 thrust from a spear to damage you. IF worn over maille it will take an additional strike from a sword to get you.

Includes all close helms and other types that have full coverage.

 

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.

 

COMBAT

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. 

 

FIREBALL

Alchemy-based fire, usable by any Mystic.   A Mystic can only carry up to 3 at any time. Can be stolen and used by those that have the ability! Can not be created while wearing steel armor, but can be thrown while doing so.

Components: 1/3 c. flour, 1/3 c. birdseed or cornmeal, and 1/3 c. rice bran in paper towel, twisted and then taped with a small piece of RED duct tape.  USUALLY created 3 at a time.

HEALING

Laying-on-of-hands. You must touch the wound.  Does not go through STEEL armor.  Light wounds: 1 min.  Serious wounds: 2 min.  Mortal wounds: 3 min. (Mystic performs spell the entire time).  Healing of mortal wounds also heals all wounds on the body.

KI-BOLT

Tennis balls.  Discharges on contact with the first living thing you hit: tree, bush, earth or humanoid.  A hit to the head or body will cause immediate unconsciousness for 3 minutes; a hit to an arm or leg will paralyze that body part for 3 minutes.  An unlimited number may be carried. Will not penetrate STEEL ARMOR.

Reusable; can be used by touch.

SUGGESTION

By touch; any command you want, as long as it does not go against a character’s basic survival instincts, or their morality.  Will go through gloves, clothing, leather, or alloy, but not steel.

Unlimited use (“I suggest...”)

WARDS

The 2nd best defense a MYSTIC has.  This is because a ward will destroy almost anything that tries to pass through it. The searing heat will kill anyone foolish enough to try and cross through, as well as destroy most arms and armor.  Crossbow bolts will be vaporized. Ropes and such will turn to ash. Suffice it to say that anything inside a ward is going to stay there and any thing outside of the ward will remain outside. A dead MYSTIC must go and release all of their wards while a spirit, before they can be resurrected.  This is done with goggles off and by scattering the ward.

A ward can be any size or shape.  It can be as a wall across a doorway or a box or circle in the open.  A ward actually burns a fraction above the surface it is on and can be as high as 20 feet or as low as 7 feet. They will last for 1 hour. Posted time   

Wards (continued)

of casting must be written on paper and left at ward. Wards are not able to be placed across (on) water. They are able to be spread as a sheet on the ground but it takes a lot of sulfur (cornmeal/birdseed) to cover much area.  The MYSTIC infuses the ward with Ki energy while pouring a continuous stream of sulfur across area to be warded. This can be done as an almost silent litany or with great ceremony, depending on tradition of the MYSTIC’S arts.  A MYSTIC can begin the game with as much corn meal or birdseed as they wish to carry.  Ironically this is also a component chemical for FIREBALLS, and must be protected from theft. (Yes, there are magic items that will destroy a ward!)

SPEAK-WITH-SPIRITS

Allows the Mystic or Cleric to ask a recently dead corpse questions for 3 minutes. The dead spirit is forced to answer truthfully, but not necessarily completely.  Answers can be given in riddles, etc., but must be the truth (as the character knows it). The corpse won’t acknowledge anyone other than the spell-caster.  Once used on a corpse, it cannot be reused on the same corpse. It can be reused on that player if they die again.

READ SCROLLS

This enables the player to empower any of the scrolls of power and use them. The scrolls of power are: Healing, Resurrection, Regeneration, Armor Repair, Animate Dead, Restoration and Repair. Additional scrolls may be added for any particular game. A player can read any scroll, but only those that have this ability can activate a scroll and make it work. Scrolls are steal-able. Some scrolls have multiple uses; others are one-use scrolls, and require the player to tear them up after the use in order to activate them.

 

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! 

 
           Latest revision  07-08-09