Hcobb's TFT House Rulings

All page references are to The Fantasy Trip In the Labyrinth rulebook, unless noted otherwise.

A collection of my own musings, not to be taken too seriously. -HJC

Contents

  1. General Gameplay
  2. Spells
  3. Talents
  4. Creatures
  5. Combat
  6. Magic

General Gameplay

Contests (Opposed Rolls) -pg 8

Any side that fails their roll (by say rolling an automatic failure) can't win the contest. If all sides fail but one or more sides rolls a critical failure then the GM gets to have fun. If a side doesn't fail their roll then count the full difference between the number rolled and their adjusted attribute to determine their margin of success.

Recovery from Exhaustion -pg 9

A human loses one fatigue point for every hour less than six of sleep they've had in the last 24 hours. Ordinary rest won't recover this. Each hour of sleep recovers two of these sleep deprived points and additional sleep past that counts as rest to recover additional fatigue. I.e. two hours of sleep each night will settle at four fatigue down while less will accumulate a deficit that can eventually kill. Healing potions will recover sleep deprivation fatigue, but overuse has driven many good wizards mad.

Death -pg 10

Figures between -1 and -4 ST in the "golden hour" are dying, not dead. They still register as alive for spells and such. Heroic Magic Revival during this period has the normal effect but doesn't cost five attribute points. The "Freeze" mentioned here is the Freeze magic item on page 157.

Experience Points -pg 45

For example a base Octopus(page 82) wizard has 45 attribute points. In order to cast the Zombie spell she would need to raise her IQ by 9 points to IQ 19 and then spend 500 XP to learn the spell. This would cost over 130 million XPs. At an average rate of 600 XPs per year she would be over 200 thousand years old, somehow.

This is exponentially easier to achieve if you start with a Halfling Wizard of ST 4, DX 12, and IQ 14. Train her to ST 4, DX 19, IQ 19 for only 32,500 XP. Then add at least the Shapeshifting and Zombie spells for another 1000 XP. At 600 XP per year that's only 56 years and Halflings live much longer than that according to some works of fiction. Then she wishes up her ST to 14 and flips ST and DX with a Shapeshift into a ST 19, DX 14, IQ 19 Octopus. Of course I must close this loophole. See wishes below.

The proper fix is to change the XP table to simply increase by 1k per point starting at the 39th point. The table then becomes:

Added attribute pointXP cost
34th-  100
35th  200
36th  300
37th  600
38th1000
39th2000
40th3000
41st4000
42nd5000
Each additional1000 more than previous

The 54 point Octopus is then only 108,000 XPs over a 45 point Octopus. If we add 500 XPs for at least one spell and say 38 mana the total is 116,100 XPs which is only 194 years at 600 XPs per year. Round up to an even two centuries with a handful of additional high level spells.

Guilds -pg 60

The $1 per fatigue point for spell casting at the Wizard's Guild only applies for the three fatigue the wizard can rest up the remainder of the hour. Any fatigue above that has to either be provided by the customer (Drain Strength only provides one for five, but Aid is nice), or from the wizard's or guildhall's stored mana (if available) at $5 per point. There is usually a line in front of the guildhall each morning offering donors $1 for every 5 ST aid'ed or drained. The guild has very tight restrictions on demon summoning. Asking for forbidden spells tends to incur a lasting negative reaction modifier.

Spells

No player character starts with any IQ 15 or higher spells. No matter how bright they are they simply haven't had time for enough training.

IQ 8 Spells -pg 18

Blur doesn't stack with other visual DX modifiers such as Dazzle and Shadow. Simply apply the maximum DX subtraction. Blur does however work against all senses so short of a figure using Mage Sight it suffers at least a -4 DX adjustment against a Blured target. Note that the subject of a Blur spell doesn't suffer a DX penalty to cast spells, or whatever, on himself.

Detect Magic doesn't reveal if the target is capable of spell casting. A wizard's staff is always magic, but the wizard himself rarely is. On a critical failure the GM may lie about the results. Once a wizard is convinced that a mundane object is magical he will fool himself into always detecting magic of course.

Drop Weapon affects one item held in the target's hand. The caster gets to choose which of two (or more if many handed) items the target drops, but it also works on a single two-(or more?)-handed weapon.

Light can be cast on a three inch radius part (or less if the object is smaller) of anything and causes no ill effects to the target. People might not react well to a wizard with one glowing eye however.

Slow Movement rounds up final MA. This spell can never by itself totally stop a target. This spell also halves total height for calculating falling damage.

It usually costs no fatigue to use the wizard's Staff as a mundane weapon of whatever its physical form is. For a classic wizard's staff this would be a maul that requires no skill to strike adjacent targets at full DX and does at least 1d of damage when wielded two handed. See page 122 for more details about clubs/mauls. A wizard's Staff extends the reach of the wizard's touch for casting spells. This negates range penalties for thrown spells to the touched subject and has a few other effects as noted. A wand, javelin, one-handed club or sword can touch to an adjacent hex in front of the wizard while a spear, quarterstaff, or classic two-handed maul staff can reach two hexes. No further reach is possible. The occult strike of a staff is against the life or animating force of the target (hence the special effects at higher levels) and as such can't be aimed a specific body part. Each level of the Staff spell gives the staff itself that many dice of resistance to lightning. I.e. a Staff V rolls five dice fewer than the strength of the bolt. If the staff is also enchanted with immunity to lightning it subtract even more dice.

IQ 9 Spells -pg 18

Aid added ST is used up before native ST for fatigue costs such as spell casting and the Drain Strength spell, but hits of damage are scored against native ST. The Aid spell can keep the target artificially alive but actually unfatigued, but it will not restore fatigue already marked against the figure. The added points last for two of the recipient's actions. The recipient can "kite" Aided ST by constantly recasting the spell on himself until he fails twice in a row. (Each failure would leak a point of course.) Note that there is a limit of +5 that can be boosted to ST, DX or IQ through any combination of methods, including the Aid spell. Any additional ST Aided past this limit counts only as excess fatigue points that must be used within two actions or be lost. In addition to a limit of five total Aided attribute points (bonus fatigue doesn't count), the Aid spell can't bring adjDX above 14 (after adjusting for armor, wounds, etc.)

A figure subject to multiple Avert spells must move so as to satisfy as many of them as possible. The priority is to not move towards an aversion. Surrounded by aversions the figure would stop in place. Note that this is conscious movement. You can't avert a figure into floating in midair if they don't have some sort of flight. Aversion is a line of sight effect. It doesn't constrain movements when neither the averted or the object of aversion can directly see the other. If the averted chooses to resist moving into a dangerous location they need to save on 3/DX or fall in their current hex. On a critical failure they fall into the danger.

Darkness protects all figures in its area of effect from four hits of fire damage per turn (and the -2 DX adjustment). I.e. it is safe to stand in one fire hex, but not run through several of them. Also partially protects against the Fireball spell if the four hits of protection weren't already used up by that point in the current turn. Note that this spell has no visible effect so is subject to secret protection.

Detect Life only works on creatures big enough to qualify for a hit point. I.e. around a pound of mass each. A giant slime mold would count as the cells are coordinated, even if not related. Summoned creatures are detected, but not images or illusions. The party exception is just the default. The caster may name whatever specific creatures to ignore. I.e. are there any orcs around other than that one figure? On a critical failure the GM lies.

A summoned animal or illusion can be ordered into a Fire hex, but a controlled animal (or person) would get a new saving throw each turn it was ordered to enter or stay within fire. An image would be destroyed by the first hit of fire while an image of fire would be destroyed by touching it.

Look Your Best: The change is entirely in the mind of the observer so different observers of the same target figure can see different changes at the same time.

Reveal Magic reveals the extent of any Darkness spells within its area of effect.

Summon Scout: If the scout behaves normally for its type and isn't uncommon for the area then casual observers get one 5/IQ roll to notice that there is something odd about the scout when they are first spied on and whenever the wizard commands his scout to do something unnatural for its type. Subtract one die for each of Alertness, Animal Handler, and Naturalist the observers have. Add one die if the caster has Naturalist. Whatever type of creature the scout appears to be, it will have no attack, no armor and only one hit point. The scout uses the caster's IQ to resist Control Animal. If it fails the new owner knows of its nature, and if they win a second IQ contest against the original caster they determine her identity.

Turn Missiles protects against all thrown weapons, missile weapons, missile spells, random shrapnel (but not shockwaves, gas clouds, or splashes), etc. that might otherwise hit the protected figure. These do not need to be specifically aimed at the protected figure.

IQ 10 Spells -pg 20

Adhesion Can be cast in the reverse sense to gently undo mundane or magical bindings of no more than ST 5.

Clearheadedness is an instant spell. If the target suffers from further exertion, alcohol, Clumsiness spells, etc. it would take another casting to clear these further effects. This spell works on the brain and not the arms or the eyes so does nothing against Dazzle, DX adjustments from armor and such. This spell will instantly revert a beserker or werewolf the caster wins a contest of IQ against.

Dispel Missiles works exactly like Turn Missiles except that the missiles are teleported somewhere far away. A Quiver of Replenishment is simply rearmed while a thrown wizard's staff might lead to a considerable quest. (Or a simple recasting of Staff, depending on the value of the bling attached.)

The subject of a Far Vision spell would need some reason to examine some distant bird in the sky. This spell allows focus on only a single visual target at a time.

Lock applies to the locks on the door at the time of casting. You can't affix an additional simple mechanical lock to the door to dilute this spell.

Minor Medicament negates current allergic reactions, but as an instant spell grants no long term protection.

Magical protections such as Stone Skin can reduce Shock Shield damage, but fur, the Toughness talent, and armored skin won't.

The Staff to Snake's ST and the staff's mana are tracked separately and do not interact. If the snake is picked up it won't explode until it reverts, but it will enter HTH combat. If the snake fails to resist Control Animal it instantly reverts back to a staff. The snake must remain within the wizard's mana range limit to grant mana. So at Staff II the wizard needs to wear her snake to draw mana while it chows down on the rats swarming over her. There are no range or vision penalties to cast this spell within the wizard's mana range and once active the wizard can see, hear and smell from her snake the same as she could from a creation.

Summon Myrmidon has only the IQ 7 weapon talents, whatever his starting IQ. This isn't a summon Physicker spell. The "regular weapons and armor" are non-silver, non-fine, not enchanted and non-missile, but may be thrown. The rules from Melee page 4 apply here: "A figure may carry only two weapons (plus a dagger) at a time; a shield counts as a weapon". All of this gear vanishes when the spell lapses.

Creations of the caster of a Trailtwister are also not confused.

IQ 11 Spells -pg 21

The subject figure and his clothing, armor and held items gain immunity to all acids while under the Acid Touch spell.

Control Animal works on summoned animals as well as real animals. The categories that Control Animal works on include the Riding Animals(page 88), except that Unicorns and dolphins roll one less die to resist and Cold Horses are unknown, the Beasts(page 90), (normal, not undead banshee), Giant Insects and Other Crawlies(page 94) and Water Creatures(page 96) that have IQ 2 or higher, Rats(page 99), Bats(page 100), and Piranhakeets(page 100). Note that this spell only controls one animal at a time and that the cost is multiplied for figures larger than one hex in size.

Create Wall matches the local material, and hence has the same resistance to damage. Note that while this spell must cover an entire hex it doesn't have to be all the same height. A reasonable staircase can be created that rises three feet per hex of wall. For example a six hex wall can be cast (with multiple castings or just the 7-hex wall spell) that rises 3 feet, then 6 feet, then (double hex) 9 feet, then (double hex) 12 feet. See Combat on Stairs on page 119.

Ferment has no effect on larger living things.

Persuasiveness only works if the listeners understand your language.

Staff II The wizard may use mana to recover his own fatigue, cast spells, maintain spells, or power staff occult strikes while wielding or wearing his staff. At this level the wizard must still wield his staff in order to direct the occult strike.

IQ 12 Spells -pg 23

Analyze Magic: The 17 or 18 here assumes a 3/DX roll. Should Conceal add several dice to the roll then the chances of a critical failure would be much higher. Once a wizard has convinced himself that an item has specific magical properties then he will always determine the same thing on a recasting, so it's safer to get an independent analysis if you can.

Enchanting Immunity to Drop Weapon also includes Immunity to Break Weapon.

The wizard may use Drain Strength to recharge his own staff or a powerstone he is holding. The conversion rate is five fatigue drained from the subject for every one mana recharged in the item. Note that this is five times as effective as charging mana from the wizard's own ST and then recharging the wizard with Drain Strength.

IQ13 Spells -pg 25

Control Person also works on Centaurs (doubled cost for a two-hex target as usual), Giants (tripled cost as above), etc.

Staff III At this level and higher the occult strike may be used without pointing at the target as long as the staff is held by or worn by the wizard. The wizard can draw mana from his staff as long as it is two hexes or less from him.

The subject of a Stop spell can change facing, but not altitude. This change is gentle enough to not damage someone in free fall. The restart into falling after the spell expires is also gentle enough to remove 10 yards from the remaining falling damage, if any. Flying figures are at their usual half-MA for "takeoff" on their first turn after being stopped in midair. A figure would fall about 125 yards towards Earth in the five seconds it takes to cast this spell. Subtract 10 yards for every point in your margin of success over zero when casting this spell on yourself.

IQ14 Spells -pg 27

Glamor confers no invisibility. It must completely cover the full size of the subject and doesn't apply to their apparel or gear. This can also be cast on a single non-living subject, which is broken when divided. I.e. a glamour of a princess dress that included a tiara and glass slippers would be broken the moment the servant maid wearing this disguise lost one of her actual leather shoes. Or each and every item of clothing could have a separate casting of Glamor on it.

Spell Shield stops only the staff's occult strike, it doesn't prevent using a wizard's staff as a two handed maul (or whatever it's physical form is) to strike the protected figure. However a wand staff would do no damage in this case. The Spell Shield is subject to secret protection, until it negates the first spell. At that point anyone who can see the protected figure is aware that it was protected at that moment. Also note that even the protected figure would be prevented from casting spells on himself (but not other non-protected targets) by a Spell Shield. Spell Shield also protects any items carried by the protected figure against Drop Weapon (spell, not talent effects), Break Weapon, Lightning damage (magical, not natural lightning), etc.

IQ15 Spells -pg 28

Astral Projection is blocked by the Pentagram effect of the wards magical items, not the Ward spell.

Enchanted weapons can strike across the boundary of a Pentagram. A wizard can use his staff to make a mundane strike with his staff against a demon on the other side of a Pentagram. If the demon grabs the staff out of his hand the wizard gets to choose explode or not. The IQ roll to overcome a Pentagram is a contest of IQ between the creator of the Pentagram and the magical figure. The magical figure rolls one less die to overcome a pentagram for each contest of IQ it has previously beaten the caster of the pentagram in (down to a minimum of zero dice). So if your life depends on pentagram protection it is best to get it drawn by somebody else. And don't play along when a demon attempts to draw you in to a riddle contest.

A wizard may draw mana from and command strikes from his Staff IV within 4 hexes of himself. The two hex range for these remote strikes is counted from where the staff is and suffers DX adjustments for the wizard's ability to perceive the target.

IQ16 Spells -pg 33

The casting cost of the Death Spell is fatigue and can be paid from mana but the damage to the subject is in hits sufficient to render the target to -1 base ST if sufficient power is available. The limit to the amount of power that can be put into this spell is one more than the caster's base ST, which could kill the caster if he didn't have a mana supply. Note there are cases where this spell could run to one of its limits and yet not kill anybody.

IQ17 Spells -pg 31

A wizard may draw mana from and command strikes from his Staff V within 8 hexes of himself.

Spellsniffer does not actually include the effects of the Reveal spell, but this can be cast separately to assist of course.

IQ18 Spells -pg 33

Shapeshifting into a younger version of yourself does delay aging attribute losses until the spell fails. At that point they all apply at once. Characters apply XP against their true attribute total for the purposes of raising attributes while shapeshifted into a lower attribute form. Death or dismembership (for the body part) of the subject ends the shapeshifting within a few hours. Alchemy when one of the parents of the ingredients was shapeshifted into the form is at -8, otherwise only -4 if it was a grandparent. The subject of a shapeshifting spell gets a 4/IQ roll to resist it at the moment of casting. Add one die if the subject has a special affinity for the form in question. ("This prince is a naturalist who studies amphibians?")

IQ19 Spells -pg 33

The caster must touch the subject of Long-Distance Teleport with his body or staff.

A Zombie can only be cured by healing potions up to the maximum ST its creator bestowed on it. No zombie can be enchanted up to more than twice the ST it had in life without tearing itself apart. I.e. there are no skeleton ballerinas wielding telephone poles as two handed mauls at ST 60 and DX 12+. If you really need a ST 60 zombie then start with a giant's corpse and pay 75 fatigue (only the base cost of 5 is tripled for size) for a three hex zombie with ST 60, DX 7, IQ 0. A zombie retains the IQ 7 weapons talents it had in life.

Talents

IQ 7 Talents -pg 35

Brawling's Dirty Fighting only works against figures whom the user has excellent knowledge of their anatomy. Any human can fight dirty against another human, but would need to know Naturalist to fight dirty against a Reptile Man or Gargoyle. The Dirty Fighting bonus of +2 replaces rather than stacks with the base +1 damage of the Brawling skill. No single figure can use both Brawling and Unarmed Combat skills in the same turn, no matter how many heads they have. Replace all "bare hands" references under Brawling with unarmed and note that a dirty fighting knee strike can be used while carrying items in both hands.

Flying(2) Negates two points of the DX adjustment for attacking while flying (to a net no adjustment for melee attacks and only -2 for thrown and missile attacks). This talent also negates the additional die penalty on saving throws to avoid hazards for those creatures unfamiliar with flight. This is a bonus skill for any creature that was born to a flying species and is useful for any character shapeshifted to one, becomes a vampire, or just fond of using the Flight spell. This talent doesn't grant any flying ability, it just represents familiarity with flight.

Figures without the Shield talent add one die on every DX roll they attempt while carrying one around. The Shield talent (or Fencing) is required in order to use the Main-Gauche's hit stopping ability. (Use the Knife talent to attack with the Main-Gauche.)

IQ 8 Talents -pg 36

A character may take multiple levels of Area Knowledge for the same region. Each additional level would usually reduce the IQ roll to know any specific fact (at the given level of detail) by one die.

A wizard who doesn't pay the rest of the mundane talent cost at creation loses the bonus point.

Quick-Draw(Wand) is only a 1 point skill for Wizards who know the Staff spell. Other variations are at the normal doubled cost and require the weapon skill in question. Each variation can be taken twice more. Each additional level adds 3 to adjDX for the purposes of making the quick-draw roll and for the timing of the quick-draw and resulting action with the drawn item. So a hero with DX 12 and quick-draw-dagger(3) would roll against adjDX 16 to draw a dagger and could draw and throw a dagger before an adjDX 15 figure could act. If he had thrown weapons in addition this toss would be at adjDX 14 (12+2 for thrown weapons) minus one per hex of distance. A wizard with quick-draw-wand(3) would also draw his wand on an +4 to base DX and cast the first spell at a +4 in the action sequence, but his success roll for the spell would be unaffected. In order to get this action boost a second time he would need to spend an action to put his wand away first. A wizard could also take three levels of quick-draw for sword or dagger, but this would cost six rather than the three skill points for quick-draw-wand(3), in addition to the weapon talents.

Jo Staff(1) this is the unusual weapons talent for a one-handed staff. Length, cost and weight is half of a Quarterstaff. Does the same damage as a one-handed club. As an actual weapons talent this enables the use of Two-Weapons, Weapons Expertise and other talents which require a weapons talent as prerequisite. When enchanted as a wizard's staff gives a one-hex touch reach.

IQ 9 Talents -pg 37

A figure with Acute Hearing rolls one less die to save against the moving in darkness DX rolls on page 119. The maximum visual impairment a figure with Acute Hearing suffers from all visual affects (Blur, Dazzle, invisibility, ordinary darkness, etc.) is -4 (rather than -6) against any target not under the effects of the Silent Movement talent(pg 38) or spell(pg 23). Acute Hearing's "sixth sense" turns rear hexes into side hexes for the purposes of defense against HTH attack(pg 116).

IQ 10 Talents -pg 38

Diplomacy also reduces by one die any IQ roll needed to comprehend a foreign concept that an intelligent figure is attempting to explain or demonstrate to the diplomat. If the diplomat doesn't know the language then each simple concept would still have a chance of a critical misunderstanding of course.

Shield Expertise doesn't apply to the Main-Gauche, but Fencing does.

For all of the Unarmed Combat talents the kick damage is in place of the punch damage bonus. For example a human with ST 12, DX 14, IQ 14 and Unarmed Combat V can punch twice a turn in normal combat at full DX for 2d-2, or punch once for 2d-1 or kick once for 2d.

IQ 11 Talents -pg 40

A Fencer may fight with two sabers. They're more broadminded on Cidri than in stuffy European sport academies, especially at the Pirate's school of Fencing. None of the Shrewd attacks may be combined any other attacks that turn.

Two Weapons does not apply to pole weapons or the club (which has no talent to act as a prerequisite). This can be used with Jo Staffs by those possessing that talent however.

Weapon Expertise: The Shrewd blow bonuses only apply to one standard melee attack, not thrown attacks, charge attacks, two weapon attacks, etc. The bonus to defend unlocks a 5/DX Defend option. This does not stack with Two Weapon's double parry. Choose one or the other. However Weapon Expertise's bonus to defend does stack with Shield Expertise. If you combine the two then a melee attacker from you front hexes would need to roll 5/DX at -2 to adjDX and stopping one more hit than the same shield would without Shield Expertise.

Note that the movement rates on page 54 assume the party has sufficient Woodsman to guide them. Halve the rates away from roads and paths if they don't.

IQ 12 Talents -pg 42

Unarmed Combat III Replace "but the opponent's roll to defend is on 4 dice" with "but the opponent's roll to defend is one additional die".

IQ 13 Talents -pg 42

A character with the mundane talent of Astrologer knows how to apply the results for (hopefully) paying customers. If he doesn't know or have a back office Mathematician then he's faking it. A Mathematician without the Astrologer talent can perform the calculations in the abstract, but would be clueless as to how these applied to specific circumstances. GMs should feel free to be creative as to the results of demon summoning done without the benefit of both skills.

Unarmed Combat IV Replace "but the opponent's roll to defend is on 4 dice." with "but the opponent's roll to defend is at one additional die."

IQ 14 Talents -pg 43

The saving throw to resist being disarmed by Unarmed Combat V's nerve blows is one more than for Weapon Mastery's (page 43) disarming strike. I.e. a weapon master rolls 2/DX to resist a nerve blow. As always replace "4 dice" here with "one additional die".

Languages -pg 44

I.e. any wizard with an IQ greater than 16 can piece together the incantations she's learned for each individual spell into a functional understanding of the Sorcerers' Tongue. She'll still speak it with an accent. Note that no human has Sorcerers' Tongue as their native language. It's very concise in communicating magical terms and very unwieldy when dealing with more mundane matters. This is another reason for the learning difficulties heroes and wizards encounter when cross training.

Creatures

Elves -pg 77

Adult elves living in high elf communities and consuming traditional elfin cuisine are effectively ageless, but gain XP at a glacial pace. A fully human lifestyle puts at least as much stress on their bodies as it does on humans. Count years away from their cities at the human rate for aging.

Dwarves -pg 77

Dwarves suffer from aging the same as a human of half their actual age, if they don't drink themselves to death before then.

Goblins -pg 77

Goblins raise ST through XP as if their attribute total was one higher and IQ as if their attribute total was one less. They suffer from aging the same as a human of two thirds their age. They roll one less die on ST rolls to resist poisons so be sure and ask "Is this poisoned?" early and often while visiting them.

Halflings -pg 78

Halflings start with two bonus skill points allocated as they like in either Thrown Weapons or the Missile Weapons talents and suffer a -2 DX adjustment when using wielded weapons against multi-hex targets. For example a Halfling Wizard would pay only two skill points to start with the Thrown Weapons talent instead of the four skill points a human wizard would pay. As with background mundane talents this bonus is lost if not used at creation. Halflings pay the normal XP cost to advance DX or IQ, but count their attribute total as two higher to determine the XP cost of advancing ST. These hardy creatures generally roll one less die on any ST roll to resist poisons and environmental hazards. Use half their actual age to determine the effects of aging.

Centaurs -pg 78

The XP cost for a Centaur to advance ST is determined as if his attribute total was four less.

Giants -pg 78

A giant that isn't critically malnourished or ill gains one point of ST on each odd birthday from age 21 to 49, wanted or not. Note that this increases the XP cost to raise attributes every other year. A giant that elects to lose ST due to aging loses 1d rather than one point of ST.

Gargoyles -pg 79

A gargoyle's bare handed attack does 1d-1 more than a human of the same ST, plus any further bonuses for brawling or unarmed combat talent. Gargoyle kicks are clumsy and are resolved at an additional -2 DX adjustment. They are able to clasp things with their feet and this is how they usually carry heavy loads in the air. Gargoyles pay normal XP costs to advance DX. They advance ST as if their attribute total was four less than the actual total and they advance IQ (to a maximum of 10) as if their attribute total was two higher than the actual total.

Reptile Men -pg 79

Replace "(1) because of his jaws and claws, he does double the HTH damage that a human of equivalent ST would;" with "(1) A Reptile Person in HTH who uses a claw strike without using the Unarmed Combat talents may also bite the same target as a separate attack at the same full adjDX and damage roll. As usual she would need a skill like Naturalist to know where to apply Brawling's dirty fighting bonus with her claws and teeth to a non-Reptile Person target." A Reptile Person advances ST as if her attribute total was two less than the actual total. The big reptile people are the ladies and the pretty ones are the gentlemen.

Werewolves and Vampires -pg 83

Werewolves and Vampires like trolls don't get their quick healing against fire and acid damage. The difference is that trolls don't have any special vulnerability to silver weapons.

The vampire bite is resolved against a figure it has pinned in HTH combat. First resolve the pin as per page 117 and then on each turn thereafter win a contest of DX to suck down a quart. Or just use the Freeze spell if you know it.

Werewolves grow claws and fangs. Add +2 to their unarmed attack damage. Note that is is on top of the Reptile Person's +2 as they get bigger claws and fangs.

Ghosts -pg 84

The most common category of object with a bound ghost is a warrior's sword. Characters who pick one up have the choice of continuing the quest that got the fool killed or risk having him haunt them. The second most common is a wizard's staff. If the wizard had a mana stat then he can recharge the staff he is bound to by one point for every 8 hours concentration. As he doesn't sleep this is usually three points a day, unless distracted. He can cast from the staff using this mana with the DX he had in life. Wizards can sense (and avoid) a Ghost (or any other kind of "live") Staff on a 4/IQ save before touching it (one die less for alertness, etc.), but heroes aren't so lucky.

Zombies -pg 87

As noted in the spell notes above, a Zombie's max ST is twice what he had in life.

A Litch is a variant form of Zombie. While conscious in his own body which has taken more than his base ST in hits the wizard casts the Zombie spell on himself and turns into a Zombie while retaining his full IQ. He no longer has use of sleep or rest, but his lack of a fatigue score means that he can only cast from hits or mana. A litch can't gain attributes from XP, but can spend XP for skill points or mana. Note that any zombie wielding the staff he carried in life is most assuredly a litch because in almost every other case this would be contrary to the desires of the ex-wizard.

Example: Ash the Gray ST 8, DX 13, IQ 19, Mana 38.

Nuisance Creatures -pg 99

Scuttles: the sentence "Hand-sized when they attack, scuttles jump onto their balloon- size, and drop off when sated." is missing some words, but the meaning is clear enough.

A Naturalist with Alertness would only roll two dice to spot Scorpions.

Combat

Turn Sequencing and Options -pg 101

Magic items are willed on or off during the Renew Spells stage of the turn and any fatigue costs are marked off at this point.

Second arrow shots in a turn occur at the end of the Actions segment, before Force Retreats.

Facing -pg 106

A crawling or bent over figure has no front hexes for any purpose. A prone figure has their normal front hexes only for the purposes of determining what it may see, cast spells,fire crossbows or guns, and throw weapons and other items. The occult strike of a Wizard's staff can also be used from the prone position, but the mundane attack is limited to throwing your staff. Certain effects upgrade rear hexes into side hexes. A prone figure with these effects has six side hexes for the purposes of resisting melee attacks.

Weapons Table -pg 109

The Main-Gauche DX adjustment ought to be zero. The Main-Gauche can't be used as a staff as the extensive guard gets in the way of the staff's singular focus.

Pole Weapons -pg 111

A "ONE-LAST-SHOT MISSILE ATTACK" is resolved before pole weapon attacks.

A standing pole weapon only gets the extra die of damage if the attacker moved at least three hexes. It is not able to combine charge attack with any other sort of attack such as thrown, shrewd, etc. A charge attack does however get the +1 damage from expertise or +2 damage from mastery as usual.

It is not possible to combine a pole weapon attack with any other attack on the same turn.

Unusual Weapons -pg 112

A Bola attack is a contest of DX between that attacker's DX (Attacker's DX adjusted for range to the defender) and the defender's, if the defender sees the attack coming.

A silver Cestus gives a -2 DX adjustment for spell gestures made with that hand (an iron cestus would apply the usual minus 4 instead). See page 142 for which spells require hand gestures.

The initial attack of the lasso and the escape rolls are contests between that attacker's DX (Attacker's DX adjusted for range to the defender) and the defender's, if the defender sees the attack coming. If the attacker releases his hold on the lasso to do something else then the escape roll becomes a simple DX roll. A lasso or whip that is escaped from is either broken or dropped with results to be determined by the GM.

The saving throw to resist being disarmed by a Quarterstaff are the same as those listed under Weapon Mastery on page 43. Weapon Mastery(Quarterstaff) negates the -4 DX adjustment to strike to disarm any type of weapon. There are heavier staffs for users of greater strength. These are generally made by adding or switching to materials of greater density than wood. The damage done by these heavier staffs is the same as a two-handed maul as given on page 122.

No more than base-ST Sha-ken may be tossed in a single attack and each will inflict no more than one hit after penetrating armor. This one hit can be multiplied by standard doubling and so forth for die roll or hit location.

Hand-to-Hand Combat -pg 116

My replacement for initiating HTH is that any figure may attempt to move into another figure's hex only during movement. If the aggressor is disengaged then this is any normal movement, otherwise a shift. The aggressor drops his shield and non-HTH weapons in his current hex and announces an attempt to enter the defender's hex. (Weapons are not dropped if the intent is to trample a small figure or walk through an image.) The defending figure may turn to face the aggressor if she is standing and hasn't yet moved that turn and isn't surprised. She can then choose from one of these four options if she is standing and not surprised.

Forcing Retreat -pg 118

A figure is only forced to retreat if it take base ST/10 (round down) in scored hits. So a ST 29 fighter would need to suffer at least two points past armor to be forced to retreat. The retreating figure moves itself one hex as if it were subject to an Avert spell from the enemy that put hits on it. If multiple enemies put hits on the retreating figure then determine the results as if multiple Avert spells applied.This avert effect ends after the retreating figure's next action. Mindless creatures including slimes and undead aren't averted. Animals such as werewolves are. Note that berserkers ignore injuries short of death.

Reactions to Injury -pg 118

Any figure that falls over involuntarily may roll 2/DX to retain their grasp on each item they are holding, if they don't succeed they drop the item in their hex. Note that if this is a reaction to injury their adjDX is down 2 from the injury until after their next action.

Darkness -pg 119

A wizard can't summon a creation inside darkness past the first hex of darkness blocking her line of sight. Even this might fail if there was a conflicting figure in the first hex of darkness.

Aimed Shots -pg 120

Add one to each required amount of damage for every 10 base ST the target has over 10. For example a 14 hex dragon hit in the head for 17 damage (before armor) would be at -4 DX for a turn and if hit in the head for 20 damage (before armor) she would be knocked out. Any dragon who had lived that long would stay airborne in combat to make these aimed shots more difficult.

Clubs -pg 122

As there is no skill for Club there is no mastery for it either.

Crippling Hits -pg 122

Only roll for a crippling hit when the attack did at least the target's base ST/10 (round down) in hits after armor. I.e. An attack would need to roll at least 16 damage to potentially knock out a 14 hex dragon. This isn't that difficult as a lot of crippling hits are double or triple damage anyway.

Fine Silver Weapons and Armor -pg 123

Fine Silver Weapons and Armor cost ten times as much as the same bonus fine iron items because they require even more exotic alloys.

The Pike -pg 131

Should you run into any Macedonian phalanxes the following notes apply:

Magic

Using Magic from Horseback -pg 132

A wizard can cast spells on himself no matter what his surroundings may be. But casting thrown or missile spells on others is adjusted for the wizard's horsemanship and seamanship talents (or lack thereof).

Missile Spells -pg 135

The rock splinters noted on page 71 come from intensive bombardment. Casual missile spells that impact on a rock wall only cause rock splinters if the number of dice in the attack or less is rolled on a separate one die roll. (I.e. an even chance for a 3d Magic Fist.)

Thrown Spells -pg 136

Control Spells enable the use of the subject's physical skills, but not the subject's memories. For example a wizard could control one guard to use his disarming strike against another guard, but couldn't force the guard to tell him the combination of the safe lock. He could compel the guard to ask another guard what that combination was, if the wizard knew their language.

Creation Spells -pg 137

Drain Strength cast on any sort of creation will fail and cost the attempter 1 fatigue.

Magical Equipment and Laboratories -pg 142

The attunement cost for lab or chest is 50 ST per day for a week or a total of 300 ST so either bring an apprentice or spend two weeks alone before attempting the DX roll. Attunement for alchemy requires the same time and DX roll, but no ST cost.

Wishes -pg 143

Replace

With the following:

Learning New Spells -pg 144

As always each skill point of instruction takes around three months. So a non-wizard takes nine months to learn a spell. A student who already knows the Aid spell would almost always be welcomed as an Apprentice (c.f. the jobs table on page 59.) Otherwise the going rate is to pay your teacher a day of his wage for every week of training.

Alchemists' Potions -pg 147

elves' toenails have gotten rarer and are now $32/pound, not kg.

Magic Items -pg 148

Typo on page 153. The Zombie Ring has a fair market price of $3,000 and no special notes apply. It takes four weeks to make at 100 ST/day with $10/week of common ingredients.

Apprentices -pg 154

Note that 25 fatigue a day is really pushing the apprentices. A few Giants can be taught the Aid spell, but they don't rest any faster than humans.

Lesser Magic Items -pg 156

Immunity to Drop Weapon includes immunity to the Break Weapon spell, broken weapon mishaps, and reduces by one die the saving throw vs DX to resist being disarmed. If you face a foe who is being annoying about this then run him through or at least cripple his weapon arm.

Maintain Illusion can be combined with a limiting spell to summon the illusion (no further than an adjacent megahex away from the item) when the specified conditions are met. The wizard would need to recast the illusion into the item to reset this illusion trap.

Other Lesser Magic Items -pg 158

Fresh Air typo. This item requires 1 fatigue per minute as per the spell on page 27.

Brand may be cast on any type of projectile, but only an arrow, dart or quarrel can be expected to stick in the target.

If the snake fails to resist Control Animal it will revert back into its Serpent Torc form. If you need to free up one of your five active magic item slots then will the snake to revert during the maintain spells segment of the turn, or just wait for the 12 turn time limit to expire. Vets can't heal the serpent because it reverts back to the torc in a fifth the time it takes them to work.

IQ 15 Magic Items -pg 160

Iron Flesh item has no ST cost.

Teleport item includes things carried by the target, and their clothes, etc.

Unnoticeability: costs 1 ST per turn.

IQ 20 Magic Items -pg 161

An Aid ST spell cast on a figure with (or without) ST adding Attribute Enhancers would total to no more than +5 ST over their base ST with any excess Aid going to excess fatigue points that could only be used for spell casting and other fatiguing activities and not to deliver massive crushing blows.

Finding Magic Items for Sale -pg 166

The listed costs assume that all success rolls are somehow made. Given how unlikely (or expensive with wishes and charms) this would be these prices can only be considered distressed selling prices. If the Wizard's Guild has a good or better reaction then they will believe the legitimate ownership of the players and buy the items at the listed rates. If the players instead sell the items on the black market they can expect to get no more than half the listed rates on a very good reaction roll.

The players can commission an enchantment from the Wizard's Guild at twice the listed rates or if they are very lucky or skillful and have an excellent reaction roll buy from the Guild or other legitimate sources at twice the listed rates. If they go black market and have a very good reaction then they can buy at the listed rates, but should expect the legitimate owners to come looking for the stolen goods at some point. If the reaction rolls aren't very very good then the prices will be much higher than these.


The Fantasy Trip(t.m.) is a trademark of Steve Jackson Games, and their rules and art are copyrighted by Steve Jackson Games. All rights are reserved by Steve Jackson Games.
This game aid is the original creation of Henry J. Cobb and is released for free distribution, and not for resale, under the permissions granted in the Steve Jackson Games Online Policy.

-HJC