Hcobb's rule abusing TFT characters

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

Introduction

Here are some loopholes I've spotted and generally House Ruled out, but feel free to use them.

Doctor Grumpy

Dwarf Hero ST 12 DX 6(0) IQ 14 MA 6
Brand(1d-2), Plate Armor(5), Large Shield(2+1), Toughness(1)
Shield(1), Shield Expertise(2), Master Physicker(2), Expert Naturalist(2), Physicker(2), Literacy(1), Naturalist(2), Human Tongue(1), Woodsman(1), Miner(0)

ItemCostWeightNotes
3xBrand(pg 158)$1801.5A magical flaming weapon (and light source). Animals are at -2 DX to attack and won't HTH. See other effects on page 124.
Plate Armor(pg 110)$50055.0Saving up for Fine Plate, if the malpractice suits for performing medicine at adjDX 1 don't hit first.
Large Shield(pg 110)$5020.0Should be replaced after every adventure.
Labyrinth kit(pg 67)$306.0Useful for lighting brands.
Physicker's kit(pg 67)$504.0Triples his unaided healing powers.
Belt pouch(pg 67)$50.5-
Backpack(pg 67)$404.0-
7 days Rations(pg 67)$357.0As an IQ 14 Woodsman he can generally find food.
7 quarts Wine(pg 67)$1414.0To be reluctantly refilled with water should he run out.
Blank Book and writing pen(pg 67)$51.0To be filled in with maps and semi-accurate accounts of his "heroics".
Doctor's clothing(pg 67)$50--When he needs to appear presentable. Weight ignored as per page 66.
Spare change(pg 67)$410.441 silvers
Totals$1000113.49.45 * ST for a Dwarf is combat MA reduced to 8 (pg 65), but his armor reduces this to 6.

Tactics

As the medic and support creature, Grumpy takes point and waddles out dodging at 3 hexes per turn until he engages the enemy. At adjDX zero he's not going to win any fights. His role is to delay the enemy, take a few scratches through his defenses as his friends slaughter them, then heal himself up for the next fight.

As a high IQ Expert Naturalist he is expected to be surprised by slimes only one time in 36. Hope his friends can save him because he's not going to dodge the slimes at adjDX zero.

Brandon, the Crossbow sniper

Human Hero ST 12 DX 11 IQ 9 MA 8 (from weight)
Light Crossbow(2d; adjDX 14), Broadsword(2d), Dagger(1d-1), Brand(1d-2), Small Shield(1), Toughness(1)
Crossbow(1), Knife(1), 3x Missile Weapons(3), Sword(1), Shield(1), Toughness(2), Woodcarver(0)

ItemCostWeightNotes
Brand(pg 158)$600.5A magical flaming weapon (and light source). Animals are at -2 DX to attack and won't HTH. See other effects on page 124.
Broadsword$805.0Just a sword
Dagger$100.2Worn on belt and drawn in HTH combat.
Small Shield(pg 110)$3010.0Should be replaced after every adventure.
Light Crossbow(pg 109)$506.0Fires every turn because adjDX 14.
60x Quarrels(pg 109)$606.0Should be enough for a few fights.
Nine of the Quarrels are branded(pg 158)$540-Adds +2 damage and burns for a minute as the target runs around screaming.
Labyrinth kit(pg 67)$306.0Useful for lighting brands.
Belt pouch(pg 67)$50.5-
Backpack(pg 67)$404.0-
6 days Rations(pg 67)$306.0Depends on Grumpy to find food.
6 quarts Wine(pg 67)$1212.0To be reluctantly refilled with water should he run out.
Middle class clothing(pg 67)$50--When he needs to appear presentable
Spare change(pg 67)$30.330 coppers
Totals$100056.54.71 * ST for a human is MA 8(pg 65), dropping the backpack gives MA 10.

Tactics

Any hostile wearing robes and waving a stick gets lit up with a branded quarrel on turn one for an average of 9 points of damage and a fall over. Next highest priority target are hostiles trying to sneak around Grumpy.

The brand will be used only as a weapon for nuisance critters that are best attacked with fire, as per Grumpy's direction.

Take as many Brandon clones as needed to fill out the party.

Brandi, the brand maker

Goblin Witch ST 6 DX 9 IQ 17 MA 10
Brand Staff(1d-2/1d+2 at +3 DX for occult zaps)
Alertness(4), Literacy(mundane from academy), Goblin(native), Human(1),Sorcerer(free)
Aid, 7-hex fire, Create Gate, Lock/Knock, Pathfinder, Reveal/Conceal, Spellsniffer, Staff I-V

ItemCostWeightNotes
Brand Staff(pg 158)free0.5A magical flaming weapon (and light source). Animals are at -2 DX to attack and won't HTH. See other effects on page 124.
Belt pouch(pg 67)$50.5-
Full sized Backpack(pg 67)$404.0-
3 day Rations(pg 67)$153.0Depends on Grumpy to find food.
3 quarts Wine(pg 67)$66.0To be reluctantly refilled with water should she run out.
Middle class clothing(pg 67)$50--Her family are merchants.
4 healing potions(pg 147)$6000.8To wake up Grumpy if he's still got a pulse after the slimes get him.
Spare change(pg 67)$2842.8284 silver
Totals$100017.62.93 * ST for a Goblin is MA 10(pg 65), dropping the backpack when swimming.

Tactics

She actually takes point, and only hides behind the dwarf when she spots trouble, which she always does. Even by herself she replaces the following talent pool:

She is 84.1% Basilisk proof(pg 80) herself and uses Remove Thrown Spell to unfreeze Brandon as needed. On the other hand she tends to faint into the arms of her companions a lot, but they don't complain.

Produces one brand per night before turning in. In civilized areas she can produce three a day, making more than enough money to pay for the entire party to stay at an inn or whatever.

Andy, the acquirer

Halfling "Hero" ST 4 DX 15 IQ 11 MA 8 (from backpack)
3x Very Fine Daggers(1d+1; +2 DX when thrown), 2x Brand(1d-2)
Alertness(2), Climbing(1), Detect Traps (1), Handyman(0), Human Tongue(0), Knife(1), Locksmith(1), Master Pickpocket(1), Pickpocket(1), Recognize Value(1), Remove Trap(1), Streetwise(1)

ItemCostWeightNotes
Brand(pg 158)$601.0A magical flaming weapon (and light source). Animals are at -2 DX to attack and won't HTH. See other effects on page 124.
3x Very Fine(pg 123) Daggers(pg 109)$6000.6+2 damage
Three Molotail(pg 67 & 124)$606.0What is his maximum range?
Labyrinth kit(pg 67)$305.0Useful for lighting brands, and climbing, but missing the six foot pole.
Belt pouch(pg 67)$50.5-
Halfling sized Backpack(pg 67)$403.5-
2 days Rations(pg 67)$102.0Depends on Grumpy to find food.
2 quarts Wine(pg 67)$44.0To be reluctantly refilled with water should he run out.
Lower class clothing(pg 67)$10--Dresses down.
Healing potion(pg 147)$1500.2To wake up Grumpy if he's still got a pulse after the slimes get him.
Spare change(pg 67)$310.331 silver
Totals$100023.15.8 * ST for a Halfling is MA 8(pg 65), dropping the backpack gives him MA 10.

Tactics

Tries eye slit tosses with the Dagger at range one and succeeds half the time for a 67% chance of knockdown. (Base DX 15 +2/Thrown Weapons, -1/Range, -6/head shot.)

Replace Andy after each remove traps failure as there won't be enough left to heal.

Lantern of Enlightenment

The final "member" of the party is a metal box with glass sides.

ItemCostWeightNotes
Lantern(pg 67)$202.0Instead of oil has a metal plate
Maintain Image enchantment$1400-Cast on the metal plate inside the lantern.
Image of a tiny fire elemental$9-One hour of an IQ 19 scholar's time (Image is his only spell.)
Per hour of use$9-Clock starts against your pre-payment when you ask the scholar to use his IQ 19 talents. The light is free
Totals$14292.0Carry by anybody who can afford one.

Tactics

Address the image by the scholar's name to start the clock on an hour's time with his talents which include literacy in a half dozen languages, Expert Naturalist, Woodsman, Alchemy, Scholar, Mathematician, Chemist, Assess Value, Detect Lies, Courtly Graces, Poet, Business Sense, Detect Traps, Alertness, etc.


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

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