Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip > The Fantasy Trip: House Rules

Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 12-29-2018, 05:21 PM   #1
Join Date: Dec 2018
Default Your opinions on a few house rules

I'm thinking of implementing these and would love feedback from some experienced players.

IQ 11, Assassin (1): Ability to make a deadly strike against a 1-hex humanoid foe. When striking with a one-handed weapon or UC from a foe’s rear hex increase the critical success range by one point, inflicting triple damage on a roll of 3 or 4, and double damage on a 5. If the foe is surprised increase the range by an additional point, with triple damage on 3, 4 or 5, and double damage on a 6. A hit is still automatic only on a roll of 3, 4, or 5.

IQ 13, Expert Assassin (1): Prerequisite: Assassin. As for Assassin, but a strike from the rear hex increases the critical success range by two points, or one from the side hexes by one point. Surprise still increases the critical range by an additional point.

Each new spell or talent learned costs a base of 500 XP – or 1,000 for talents marked (2) in the listing, and so on. As when your character was created, spells cost triple for a non-wizard, and talents cost double for a wizard. The cost (after multiplication) is reduced 50 XP for each point by which the required IQ is lower than the character’s current IQ, to a minimum of 100 XP.
Scintillant is offline   Reply With Quote

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump

All times are GMT -6. The time now is 12:53 PM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2021, vBulletin Solutions, Inc.