The Fantasy Game (
TFG) allows any number of players, refereed by a Game Master (
GM), to enter an imaginary world where swords and sorcery meet monsters and marvels.
[1] TFG:Basics
All that is need to play The Fantasy Game is pencil, paper, three six-sided dice, and some imagination. Grid or hex paper can be useful for the
GM to design encounter areas and miniatures may be useful for resolving encounters but are not necessary to play.
[2] TFG:Characters
All characters have four main Statistics, or attributes: Strength (
ST), Dexterity (
DX), Intelligence (
IQ), and Charisma (
CH).
STRENGTH (ST)
Strength measures physical power and bulk. It is crucial if you are a warrior in a primitive world, as high Strength lets you dish out and absorb more damage in hand-to-hand combat. Any adventurer will find Strength useful for lifting and throwing things, moving quickly with a load, etc. Strength is more “open-ended” than other attributes; scores greater than 20 are common among beings such as large animals, monsters, etc.
Strength governs:
- how many hits a figure can take. “Hits” represent combat damage. The hits a figure takes are subtracted from its ST; when ST reaches 1 a figure collapses and cannot fight, and when ST reaches zero, that figure is dead.
- what weapons a figure can use. Each weapon (shown on the Weapons table] has a ST number. Only a figure whose ST begins at or above that number can use that weapon. (The fact that ST is reduced during a fight does not affect weapon use.
- how well the figure does in unarmed combat (see Hand-to-hand combat.)
DEXTERITY (DX)
Dexterity measures a combination of agility, coordination, and fine motor ability. It controls your basic ability at most athletic, fighting, mechanical-operation skills, and at craft skills that call for a delicate touch. Dexterity is important for craftsmen and rogue types.
Dexterity governs:
- the order in which figures act each turn after movement.
- how likely a figure is to successfully cast a spell, hit an enemy with a physical attack, etc.
- how likely a figure is to avoid falling and similar mishaps.
INTELLIGENCE (IQ)
Intelligence broadly measures brainpower, including creativity, intuition, memory, perception, reason, sanity, and willpower. It rules your basic ability with all "mental" skills – sciences, magic, etc. A wizard needs a high
IQ first of all.
Intelligence governs:
- how many spells a wizard can know, and which spells he may choose these from. The number of spells a wizard knows is equal to his IQ.
- resistance to illusions and Control spells. The higher a figure’s IQ, the easier it will be for him to disbelieve an illusion, and the harder it will be to control him/her/it with a Control Persian or Control Animal spell.
- skill checks that have Intelligence as their key ability.
CHARISMA (CH)
Charisma describes the characters strength of persuasion, personality, and the character’s appearance. Charisma rules your basic ability with all "social" skills - diplomacy, popularity, leadership, and so forth. Merchants, priests, and politicians benefit most from an abundance of Charisma.
Charisma governs:
- skill checks that have Charisma as their key ability.
- checks that represent attempts to influence others.
- turning checks for clerics and paladins attempting to turn zombies, vampires, and other undead.
These four attributes combine to form three meta-abilities that further define a character;
Body,
Mind, and
Soul. These meta-abilities are primarily used for determining modifiers to saving throws and are derived as follows:
ST +
DX =
BODY
DX +
IQ =
MIND
IQ +
CH =
SOUL
[3] TFG:Equipment
[4] TFG:Talents
[5] TFG:Adventuring
[6] TFG:Combat
- Facing
- Engaging
- Rolling for a hit
- Rolling for damage
- Wounds
- Reactions to injury
- Forcing retreat
Melee Attacks
- Bare hand attacks
- Hand-to-hand combat
- Multiple HTH combat
- Disengaging from HTH combat
- Shield-rush attacks
- Pole weapons
Ranged Attacks
- Thrown weapons
- Thrown weapon range
- Missile weapons
- Missile weapon range
- Hitting your friends
Defending
- Protection from hits
- Armor and shields
- Off-hand weapons
- Dodging
- Other adjustments
- Dropped weapons
- Disengaging
Armor & Weapons Tables
- Armor
- Shields
- Melee Weapons
- Ranged Weapons
[7] TFG:Magic
Casting Spells
- Rolling to hit
- Saving throws
- Time limits
- Summoned creatures
- Images and illusions
- Fire, walls, and shadow
[8] TFG:Spells
Types of Spells
- Touch Spells
- Thrown Spells
- Missile Spells
- Protection Spells
- Control Spells
- Creation Spells
Spell Lists
- IQ 8 Spells
- IQ 9 Spells
- IQ 10 Spells
- IQ 11 Spells
- IQ 12 Spells
- IQ 13 Spells
- IQ 14 Spells
- IQ 15 Spells
- IQ 16 Spells
[9] TFG:Treasure
[A] TFG:Tables
[B] TFG:Glossary
[C] TFG:Index