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Old 09-06-2024, 10:09 AM   #11
stefanj
 
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Default Re: TFT Homegrown Extras

Very neat. Saved.
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Old 09-12-2024, 04:46 PM   #12
phiwum
 
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Default Re: TFT Homegrown Extras

The Hunter profession lists Bow at a cost of one talent point. That should be two, per RAW.
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Old 09-14-2024, 02:12 AM   #13
David Bofinger
 
Join Date: Jan 2018
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Default Re: TFT Homegrown Extras

Thoughts on the professions:
  • Bit surprised the alchemist doesn't have, well, Alchemy. The Alchemist is more like a chemist's assistant.
  • Toughness as described doesn't make sense for blacksmiths but as it works maybe does. It's weird.
  • The beggar appears to be a thief who uses beggar as a cover. A real beggar might have Charisma? I think call the professions what they are, rather than euphemising.
  • For the boatman Swimming I might believe but Diving seems to be going overboard. Sorry, I just needed to make a pun.
  • Cestus is a weird choice for a bodyguard? Maybe Alertness? Maybe Knife, because he needs a discreet weapon.
  • The carpenter is mixed with a woodcutter.
  • Engineers maybe should have Mechanician, rather than trap-specific abilities?
  • It seems in the spirit of the proposal for fisherman to have Net.
  • They way Engineer works in TFT isn't all that gadgeteerish.
  • I like the grave robber.
  • Thought the herdsman might at least have the option of Horsemanship. Maybe there should be two herdspeople, one for settled folk and one for nomads or wild west types, and the second has a horse.
  • Physicker's student has Streetwise? Why?
  • The martial wizard probably should have Staff, it's usual for combat wizards in TFT and very much fits with the high ST. If anyone doesn't need Staff it's the apprentice and the town wizard.
Some ideas for other professions:
  • Courtier's Assistant / ST 10 DX 11 ( ) IQ 11 / IQ 8: Literacy (1); IQ 11: Detect Lies (2); IQ 11: Writing (1); IQ 11: Courtly Graces (1)
  • Second Storey Man: ST 9 DX 14 ( ) IQ 9 / IQ 9: Climbing (1); IQ 9: Alertness (2); IQ 9: Recognize Value (1); IQ 9: Streetwise (1) (focuses on places that have been left unlocked because they are hard to reach)
  • Burglar : ST 8 DX 13 ( ) IQ 11 / IQ 9: Detect Traps (2); IQ 9: Recognize Value (1); IQ 9: Streetwise (1); IQ 10: Remove Trap (1); IQ 11: Locksmith (1) (focuses on places that have been locked but don't have guards in the actual room)
These have issues
  • Spy : ST 8, DX 10 ( ) IQ 14 / IQ 8: Literacy (1); IQ 9: Silent Movement; IQ 11: Detect Lies (2); Silent Movement (2); IQ 12: Stealth (2); IQ 14: Disguise (2) (a bit over the top for a starting character?)
  • Academic Wizard: ST 9 DX 11 ( ) IQ 12 / IQ 8: Literacy (1); IQ 12: Analyze Magic (1) (Hard to represent in TFT)
  • Industrial Wizard: ST 8 DX 9 ( ) IQ 15 / IQ 8: Literacy (1); IQ 14: Weapon/Armour Enchantment (1); IQ 15: Create Gate (1) (I guess this doesn't work)
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Old 09-16-2024, 04:55 PM   #14
noirFan
 
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Join Date: Sep 2006
Default Re: TFT Homegrown Extras

Quote:
Originally Posted by stefanj View Post
Very neat. Saved.
Thanks for the shout out on discord.
Did you fold the pocket mods correctly ?
https://www.dropbox.com/s/dh6mi7web7...oFold.jpg?dl=0
https://pocketmod.com/howto

Last edited by noirFan; 09-16-2024 at 05:11 PM.
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