Edward Ott's TFT Notes
I have run several The Fantasy Trip (TFT) campaigns in  high school and college I have run two since but with a family now just don't find i have the time so i have gone to running short adventures. I am compiling some of the campaign modifications i have  made, from race modifications to new spells and skills to some characters i have had in other campaigns and ones i have made as NPCs for my campaign. hope you find this helpful or at least entertaining.
Race Modifications
Goblins


Goblins are complete wimps according to the rules cannot see why anyone would play them so i gave them a little bonus. Goblins are very magical and get +3 dex when ever casting a spell. This suddenly makes playing a goblin wizard very worthwhile.
New Skills
Quick Draw
IQ 9 cost 1 allows a character to ready and attack with a weapon in one turn at -2 dex. Must be bought seperately for each weapon skill.
                   Sword Master
IQ 9 cost 3 Gives character +3 dex when using swords.
                     
Deadly Shot
IQ 10 cost 3 When using a bow or crossbow allows a character to do triple damage on a roll of 3 and 4 and double damage on rolls of 5 and 6.
                   
  Blade Master
IQ11 cost 2 Whenever using a sword in combat the person with this talent stops 2 hits. Must have an adj dex  of 14 to use this skill preq. sword.
                    
   Sai
IQ9 cost 2 
New Spells
Summoning Spells
Summon Archer IQ10 cost 2str to cast and 1 each turn to maintain. Archer is Str 11 Dex 13 Armed with a long bow and 24 arrows

Summon Orc Warrior IQ 11 cost 2 str to cast and 1 per turn to maintain. Str12 dex12 broadsword and spiked shield.

Summon Tiger
IQ11 and 4 to cast and 1 per turn to maintain. Str24 dex 15 MA12 tiger Strikes for 2d6 or 2+2 in HTH

Summon Lion IQ11 cost 4 to cast 1 per turn to maintain. Str24 Dex14 MA12 fur stops 1 hit. strikes for 2D6 or 2+1 in HTH

Summon Shark IQ11 cost 4 to cast and 1 per turn maintain. Str24 Dex15 MA14 attacks for 2d6 bite

Summon Amazon IQ12 cost 4 to cast and 1 per turn to maintain. Str 15 Dex15 Ma10 she is armed with a Battlaxe(i always described them as being naked except for the BattleAxe.)

Summon Sabretooth cost 5 to cast and 1 per turn to maintain. Str30 Dex13 Ma12 does 2+1 , 2+2 in HTH

Summon Large Dragon IQ19 cost 6 str to cast and 2 per turn to maintain. Summons a 14 hex dragon Str100 Dex14 IQ24 Ma8/24 Armour stops 6. Claws do 4+2 Breath is treated as Wizards Wrath.
Fog of War (T)IQ16 Cost 5 Fills a megamegaHex with Fog Can only attack persons you are engaged to last 12 turns

Greater Fog of War(T)IQ19 Cost 7 Fills a megamega megahex with Fog lasts 12 turns.

Hyper-Space(T) IQ17 Cost 10 cast on an enclosed 1 hex area turns it into a megahex last one day

Greater Hyper-space(T) IQ19 cost 10 cast on an enclosed space Turns it into a megamega hex. last one turn.

Permance(T) IQ17 cost 3x cost  of the spell+cost per turn to maintain.  Makes temporary spells permanent.
New Spells
Slow (T)IQ18 Cost variable
Slows down time in a mega hex.
10str Causes 12 turns into 1 turn
20str causes 24 turns into 1 turn
50str causes 1 day into 1 turn
100str causes 1 week into 1 turn
200str causes 1 year into 1 turn
last as long as the time in the first column.

Fast Times(T) IQ 18 cost variable
Speeds up time in a megahex
10Str causes 1 turn into 12 turns
20str causes 1 turn into 24 turns
50str causes 1 turn into a day
100str causes 1 turn into a week
200str causes 1 turn into a year
last 6 turns

Characters & Magic Items
New Equipment
Double Decker Crossbow
This is a Crossbow with two levels, remember Lady Hawk,  allowing a second shot to be taken at -2 dex. cost of the crossbow is x2.

Grenade Launcher
This is a Light Crosbow which has been made to launch molotov cocktails and grenades, treating them as missel weapons, which are designed to be launched by it. It cannot fire quarrels.

Sai
requires sai talent, 1+2 damage. disarm ability. When trying to disarm both role st HTH damage sai user gets +3  if it is greater the opponet is disarmed and The character roles 1d6 to ditermine which direction the weapon went and 1d6-1 to see how far it went. stops 2 hits when parrying with it or using it defensively.

Composite Bow
Str 14 to use 2d6 damage
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