TFT: Against The Ifriti King

Wherein your humble scribe presents some experienced protagonists and an antagonist for The Fantasy Trip. You could turn this into a wee combat scenario if you were of a mind to. One of the various retroclones (like Legends of the Ancient World) should let you play this out if you don’t have TFT books handy.

These characters were created “by the book” with one key exception – I’ve built them using the Skill Points house rule used by my old group for years & years. The gist of this option is that instead of IQ serving as the point pool for buying Talents & Spells, you get your IQ plus the average of your ST and DX to spend (though you are still limited to a maximum number of Spells equal to your IQ). This lets characters be a little more well-rounded, without being particularly overpowered. Of course, TFT isn’t a game that really lends itself to characters being overpowered anyway.

Drawn from across the face of Cidri by forces beyond their comprehension, a disparate group of warriors and wizards finds themselves on a dangerous quest to defeat Tamir ibn Mu’tazz, the King of the Ifrit. Led by the noblewoman Takeda Mizuki, these unique individuals have faced numerous opponents and challenges as they have sought the palace of ibn Mu’tazz. Each hero stands ready to lay down his or her life to thwart the nefarious goals of the Ifrit.

If you’re going to give this a go as a combat scenario, treat Tamir ibn Mu’tazz as a 3-hex figure and allow him a 1-hex Green Slime, a 1-hex Silver Slime, and a 4-hex Goo as allies (stats below), thanks to his Ring of Slime & Goo Control.

The Villains

Tamir ibn Mu’tazz
ST 24 DX 16 IQ 20 MA 8/10 (40/20)
Sword, Charisma, Alertness, Acute Hearing, Diplomacy, Business Sense, Courtly Graces, Literacy, Recognize Value, Assess Value, Scholar
Fire, Speed Movement, Fireball, 3-Hex Fire, 7-Hex Fire, Create/Destroy Elemental
Chainmail (3), Scimitar of the Shayatin (2d6) allows a second attack each round at -4 DX, Amulet of Reverse Missiles, Ring of Slime & Goo Control

Green Slime
ST 14 DX 1 IQ 1 MA 2
Does 2 hits/turn once it engulfs a target by flowing into that creature’s hex.

Silver Slime
ST 18 DX 12 IQ 6 MA 6
Emits a lighting as the Lightning spell (i.e., 1d6/STR spent).

Goo
ST Nigh-Infinite DX N/A IQ 1 MA 4
Suffocates in 2 turns once it engulfs. Requires a 6 dice vs DX roll to hit the nucleus to kill.

The Heroes

Takeda Mizuki
ST 12 DX 15 (10) IQ 11 MA 6
Sword, Two Weapons, Courtly Graces, Diplomacy, Charisma, Tactics, Literacy, Horsemanship, Expert Horsemanship, Bow, Missile Weapons, Physicker, Sex Appeal, Alertness
Dou of Ama-Tsu-Mara (6), Katana (2d6), Wakizashi (2d6-1), Horse Bow (1d6), 20 Arrows

Black Crow
ST 11 DX 16 IQ 11 MA 12
Pole Weapons, Shield, Bow, Alertness, Missile Weapons, Tracking, Mimic, Silent Movement, Naturalist, Woodsman, Axe/Mace, Thrown Weapons, Animal Handler, Running
Small Shield (1), Spear (1d6/1d6+1), Bow of the Thunder Bird (1d6 + 3 pt lightning damage), 20 Arrows

Ultan MacEochagan
ST 10 DX 12 IQ 16 MA 10
Literacy, Sword, Bard, Seamanship, Sex Appeal
Light, Summon Wolf, Summon Myrmidon, Sleep, Summon Bear, Persuasiveness, Reveal/Conceal, Invisibility, Mage Sight, Magic Rainstorm, Control Person, Lightning, Glamor, Summon Giant
Silver Shortsword (2d6-1), Silver Dagger (1d6-1), Sapphire Eye of Manannan Mac Lir (5 ST Battery Gem)

Neferuptah
ST 15 DX 13 (12) IQ 10 MA 10
Sword, Axe/Mace, Shield, Warrior, Priest, Literacy, Acrobatics, Diplomacy, Naturalist
Light, Clumsiness, Blur, Aid
Cloth Armor (1), Shield of Horus (3), Hook Sword (2d6), Battle Axe (3d6)

Eratosthenes of Herapho
ST 11 DX 13 IQ 14 MA 10
Literacy, Architect/Builder, Scholar, Alchemy
Staff, Lock/Knock, Create Wall, Destroy Creation, Summon Gargoyle, 3-Hex Wall, Slippery Floor, Telekinesis, Control Elemental
Staff (1d6), Diamond Heart of Hephaestus (5 ST Battery Gem)

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