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== The Slayers ==
 
== The Slayers ==
 
Here you can find character record sheets for all of the currently active PCs. <br/>[[The Wyzard Runs TFT: The Adventurers]]
 
Here you can find character record sheets for all of the currently active PCs. <br/>[[The Wyzard Runs TFT: The Adventurers]]
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And here are the PCs for the Platemail subcampaign: [[The_Slayers_II]].
 
  
 
== Maps ==
 
== Maps ==
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== An Introduction to The Fantasy Trip ==
 
== An Introduction to The Fantasy Trip ==
  
The Fantasy Trip is an early rpg/tactical combat game.  It was designed in large part by Steve Jackson, and illustrates many core concepts that would later become the foundation for GURPS.  It is, however, much less complex and more focused than GURPS.<br/>
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The Fantasy Trip is an early rpg/tactical combat game.  It was designed in large part by Steve Jackson, and illustrates many core concepts that would later become the foundation for GURPS.  It is, however, much less complex and more focused than GURPS.
 
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In very general terms, a character in The Fantasy Trip is defined by three statistics, some number of Talents (and possibly spells), and the equipment they carry.  The three attributes are Strength, Dexterity, and IQ.  Almost everything you can attempt in the game is controlled by rolling some number of six-sided dice (usually 3) and attempting to get under one of your attribute scores.
 
In very general terms, a character in The Fantasy Trip is defined by three statistics, some number of Talents (and possibly spells), and the equipment they carry.  The three attributes are Strength, Dexterity, and IQ.  Almost everything you can attempt in the game is controlled by rolling some number of six-sided dice (usually 3) and attempting to get under one of your attribute scores.
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*Talents and Spells are purchased with Talent Points.  A starting PC will have Talent Points equal to their IQ+2.  They can purchase talents that let them use weapons, have advanced skills, or gain the ability to learn spells.  Every Talent has a minimum IQ, a cost in Talent Points, and may have prerequisites.
 
*Talents and Spells are purchased with Talent Points.  A starting PC will have Talent Points equal to their IQ+2.  They can purchase talents that let them use weapons, have advanced skills, or gain the ability to learn spells.  Every Talent has a minimum IQ, a cost in Talent Points, and may have prerequisites.
 
*Spells are purchased like Talents, except that they all cost only one Talent Point apiece.  A character must gain access to a spell through a talent, and they can then learn it.  A character casts a spell they know by declaring the action, rolling under their AdjDX on 3d6, and then spending the Strength Cost in Exhaustion (this doesn't affect carrying capacity or other Strength-based matters in any, other than potentially making the character unconscious.)  A character who fails the spellcasting roll still expends 1 Exhaustion.  A character cannot spend more Exhaustion on a spell than it would take to reduce them to 0 Strength, including however much damage they have taken.
 
*Spells are purchased like Talents, except that they all cost only one Talent Point apiece.  A character must gain access to a spell through a talent, and they can then learn it.  A character casts a spell they know by declaring the action, rolling under their AdjDX on 3d6, and then spending the Strength Cost in Exhaustion (this doesn't affect carrying capacity or other Strength-based matters in any, other than potentially making the character unconscious.)  A character who fails the spellcasting roll still expends 1 Exhaustion.  A character cannot spend more Exhaustion on a spell than it would take to reduce them to 0 Strength, including however much damage they have taken.
*Weapons have a minimum Strength to use, and usually do damage in proportion to how much strength it takes to wield them.  Armor lets you resist a certain amount of damage from each hit, but adjust DX downward in compensation.
 
 
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Characters gain XP as they adventure.  XP can be used to purchase attribute points and talent points.  XP should generally be spent during downtime.
 
Characters gain XP as they adventure.  XP can be used to purchase attribute points and talent points.  XP should generally be spent during downtime.
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This section is also subject to modification and clarification.  I'm going to start out using less than the entire body of rules, and may introduce them slowly over time.  In some cases I will be simplifying, disallowing, or otherwise expanding on the RAW.  I will generally put notice in the OOC thread before instituting any substantial change.
 
This section is also subject to modification and clarification.  I'm going to start out using less than the entire body of rules, and may introduce them slowly over time.  In some cases I will be simplifying, disallowing, or otherwise expanding on the RAW.  I will generally put notice in the OOC thread before instituting any substantial change.
 
*Characters become unconscious at 0 Strength, and can go negative to an amount equal to their Strength divided by three, rounding down.  So, a character with twelve strength can go to -4.  This does not generally apply to NPCs.
 
*A character's Exhaustion effectively adds to his current damage to determine whether he is unconscious.  A spellcaster cannot "overcast" and take himself to negative strength.  Exhaustion can't kill you, but it can sure get you killed.
 
*At the current time, we are not using Grievous wounds or any other special damage effects, weapon damage types, or similar.
 
*There is something like a system for critical hits and misses in the book.  Ignore critical miss type effects.  A double damage result adds a D6 to your damage roll, a triple damage result adds 2d6 to your damage roll.
 
*A character's monthly upkeep cost equals 1 gold crown for each 100 XP it would cost for them to buy an attribute point.  In the case of PCs at the current time, this is 2 Gold Crowns per month.
 
*For ease of reference, the monetary system is as follows: One Gold Crown (c) is 20 silver shillings (s.)  One silver shilling is 12 copper pence (p.)  One pence is worth four farthings (f.)  A gold crown is a really substantial amount of money.  Many people in the setting might never have two of these to rub together, or even a single one.  A shilling is a pretty good amount of money.  A few silver shillings would be a quite a bit of money to most people.  Copper pence are normal pocket money, what you'd use to pay for meals and drinks and basic services.  If you need really serious money, you can carry around a gold Mark (worth six crowns) or jewels (prices as per page 15 of In The Labyrinth.)
 
*We will be maintaining the use of tokens.  I will, from time to time, hand these out to the players.  One token may be spent to force a reroll of any die roll in the game, but the new result must be taken (unless you want to keep spending tokens.)  Two tokens may be spent to gain a Talent Point.  Four may be spent to gain an attribute point.  This may only be done during the normal times for spending XP, e.g., downtime.
 
  
 
== New and Modified Talents ==
 
== New and Modified Talents ==

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