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Log Treasure here. You may find it easiest to list each figure, along with their current encumbrance from their own personal possessions, and then add to that any treasure they gain during an adventure.
Keep track of XP awards here.
Melvin +4 +1 +6 +9 +2 +12 = 34
Lefty +2 +1 +4 +10 = 17
Rick +10 +5 +2 = 17
This section is for area maps, treasure maps, information about the world, etc.
List NPCs and other world data here.
All posts should be in proper English to the best of your ability. I won't make fun of people for whom English is a second language, but I appreciate it if people try.
Take OOC stuff to the OOC thread. If you're making a post that is JUST an sblock, it maybe goes in the OOC thread.
Your IC posts should include something that another figure in the same area should react to, some positive statement of action. "Grom the Gravid decides that his companions are stupid ingrates" is a bad IC post on its own, for a variety of reasons. Your figures are men and women of action. Act like it! Yes, you're scrubs, but you won't get anywhere by sitting around and working as a miller.
Your statements of action should be definite. I shouldn't wonder what it is your character is doing.
Adventurers are canny. Don't be afraid to ask me what your character can perceive, infer, guess, or find out with some asking around.
PC Figures should be acceptably antiheroic at worst. Generally speaking, children under the age of 14 or so will not appear on-screen. This is because I don't like bad things happening to kids, and anyone appearing on-screen in my campaigns is passing likely to have bad things happen to them. No portrayals of cold-blooded torture, rape, or bigotry resembling real-world types should in my games. I won't do these things, neither should the PC Figures. Please try to keep this in mind as a player!
If we are remotely in combat, your posts should be topped with your character's name, what weapon they have drawn (if any), and their current HP and Fatigue totals.
I am a great fan of fail forward, "yes, and", "no, but", stakes-setting, and the like. Expect your attempts to use your talents to be fraught with these types of flourishes. This may in many cases override the normal rules given for the skills, which are essentially boring in my opinion. Because of this added risk, I'm likely to award XP for skill checks even when the rules would not normally indicate it.
The standard rule is that you take damage from getting hit and fatigue from casting spells. Both are subtracted from your Strength score (although most referees don't actually make you recalculate what weapons and such you can use, and in fact I don't intend to mid-combat. If you're gravely injured you might have to give up some of your load to walk back to civilization, but this will be adjudicated on a case-by-case basis. You're forewarned.) Fatigue comes back much more quickly than damage, but they add up to kill you. You're unconscious at one strength left, and dead at zero. I'm going to tune this a little bit.
Damage is recorded D&D-style. If you have 14 strength and take 5 damage, you have 9/14 hit points left. We're going to say HP because that's basically what they are, and I tend to use terminology from different games interchangeably for some reason. Fatigue is recorded separately and counts up. So if you cast three spells at a cost of 2 fatigue each, you have six fatigue.
You drop unconscious if your HP is at or below your total fatigue. This means someone with no fatigue drops unconscious at zero. You are dead if you have -1 or lower HP. If a wizard casts six fatigue worth of sells, and then takes a hit that knocks them down to 5HP, they are unconscious rather than dead. This is because I am merciful. You cannot voluntarily spend more fatigue than the precise amount necessary to reduce you to unconsciousness.
This is very close to the RAW, although you basically end up with 1 more HP than you would otherwise have. This does need to be tracked in your posts. Whenever you make a post for one of your characters, the top of the post needs to be the character's name in bold, followed by hit point and fatigue totals. I'll be relaxed about that in scenes where nobody is taking damage and not much is going on, but in combat it's essential.
XP from treasure is divided equally among the whole party. It doesn't matter if a PC is present or not.
Individual XP from combat and spellcasting is divided among a principal and their agents, regardless of who actually deals the damage, spends the Strength, etc. It is not divided among the whole party, and it doesn't matter if a PC is present or not. This encourages teamwork and somewhat mitigates the incentive against characters with less combat ability.
XP from skill checks and the like accrues to the individual character.
Also, all XP awards will be doubled. TFT characters start out as complete scrubs, we might as well let them benefit greatly from their successes.
It looks like I'm going to have three players. I'm going to have each of them make three characters. Two of these characters are agents (think henchmen) and one of them is the principal (the person who has henchmen, if you can dig it.) What is the difference? I will tell you. The principal character starts with a 10 in each attribute and then distributes 8 points, whereas the agents use standard character creation. All PCs are going to be human.
Only the principal can take the followers-oriented talents (although they don't have to!) and their agents count as followers. If your principal is a wizard, they may take the followers-oriented talents without paying double cost. If your agents get killed you can probably recruit more, although they won't have earned XP and may or may not have the full 8 points of discretionary stats that normal starting PCs have (that is, if you recruit agents and don't have the followers-oriented talents, you're going to have to go into town and see what likely lads and lasses want to become adventurers, instead of being able to recruit badasses on the spot.) If your principal gets killed, you can promote one of your existing agents to principal status, BUT, they won't get the boost of 6 extra stat points that your starting principal has. You'd better guard your principal carefully!
You are free to treat your agents somewhat more expendably than I would typically allow with henchmen in a D&D campaign. You may or may not decide to bring your whole crew along for an adventure. Up to you guys.
Each principal begins play with a Labyrinth Kit. They may desire to make their underlings carry it for them.
Each new figure entering play, unless stated otherwise, may begin with a dagger or club, a backpack, a waterskin, and three days worth of rations. They also have, in essence, a belt pouch. See house rules.
To avoid a huge amount of fiddling and dice rolling, we're going to simplify starting money. Pick any career your character qualifies for. You get five weeks of their pay to buy your starting equipment with. We won't roll for disasters or bonus attributes for this starting period. If you hold a job once gameplay begins, we will.
Coins & Coin Purses[edit]
All figures have, unless stated otherwise, a coin purse, which takes up a belt slot. It doesn't weigh anything on its own. It lets you carry up to 1kg of coins which don't count against your encumbrance. This is to mitigate bookkeeping somewhat. Additional belt pouches follow the RAW.
For purposes of this game, all coins and regular gems are 1/100th of a kilogram. Therefore, you can fit 100 of them in your coin purse. If you find some specifically fist-sized ruby, then it's going to weigh more. You're welcome to leave it behind if you think it's too heavy.
No polearm charge cheese. If you want to charge with a polearm (you might!) then you need to start from a reasonable distance away and move more-or-less straight towards the target. You can't withdraw-then-charge or nonsense like that..
I find that high randomness disfavors PCs. Therefore, I'm mitigating criticals somewhat. If you get a double damage result, instead add 1d6 to the damage roll. If you get a triple damage result, instead add 2d6 to the roll. This should still make critical hits pretty goddamn lethal, and actually just regular TFT combat is pretty damn lethal.
We do initiative in "blocks." What this means is that I make an initiative count for the round, listing who acts in what order. If three PC Figures act in a row, then those players can post their actions in whatever order they like. This is purely to save a little time.
In combat, you may make your own rolls so long as you know what it is you need to roll. If for some reason you should have rolled one more or fewer dice, you reroll the entire roll. If there's just a +/- of a flat number you missed, we'll apply it and move on. In order to do this, you MUST have an account on Orokos or a similar service, and put a link to your rolls in your sig, or alternately in an sblock in each of your combat posts. You will also need to list something about what the roll is for in the Notes section before hitting the button to roll the dice. I prefer if you also mention what you rolled and the results in an sblock.
When posting your hits and damage, post raw damage roll results. I'll subtract the armor for NPC figures. Similarly, when I tell you how much damage you've taken, you apply armor and et cetera yourself.
To-do lists, bits of lore, plot hooks, mysteries you haven't solved, and the like.
This section is to record individual combats. It's probably best to link each to the google drawing for each individual fight.