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Dying in TFT

(c) 2016 by Richard Wayne Smith - - - - - Version 2.0.0

In real life it is far easier to fall unconscious than it is to be killed, but in TFT some one
who is unconscious is automatically on the ragged edge of death. Apart from the realism
aspect, a far more serious problem is that it limits dramatic possibilities in the game. The
two biggest changes in these rules, are that it is harder to kill people (or knock them out),
and wizards no long spend hit points to cast spells. (Every TFT campaign I've ever played
in, uses the rule that the wizards who spend fST to power spells are not closer to dying.)
I suggest the following basic rules be used by everyone playing TFT. The alternate rules
below, allow you to season these ideas to taste.

My friend Steven Perrot helped with these rules.

Basic Dying Rules in TFT:

These rules are intended to improve the logic, the realism and the dramatic possibilities of
serious wounds in TFT.

 People no longer die at 0 ST. They must go down to negative ST equal to 1/2 their
basic ST (round off in character's favor). So a ST 14 figure will die if they reach –7
ST. Because we round off in the player's favor, someone with a 13 ST would also die
at –7 adjusted ST.
 Characters at 0 adj ST and 1 adj ST are no longer badly hurt enough to die.
However, they may fall unconscious. Characters who are below zero ST are
assumed to be mortally wounded and will die unless they get some sort of medical
treatment. Note that it is possible to be mortally wounded but still conscious.
 Fatigue (fST) spent to power spells and fST spent as exhaustion (for sprinting for
example), can no longer kill you. It does, however, count towards characters falling
unconscious.
 Subdual damage (which can knock you out but not kill you), likewise is added to see
if you fall unconscious, but is ignored in calculating if you die.

The rest of the rules below, are needed to support these simple ideas above.

Falling Unconscious When Badly Wounded:

ST 1:
Someone who reaches an adjusted ST of 1 (from regular damage, subdual damage and
fatigue), may make a 3vs(ST+3) roll to stay conscious. If they do so, they stay up and can
keep fighting (tho they are at permenant -3 adj DX for being at 3 ST or less). If they make
this saving throw, they can keep on doing things with out further rolls, until they take another
wound or lose further fST. For example, Mothhem has a ST 9 and takes wounds that bring
him down to 1 ST. He must make a 3 vs an adjusted 12 ST, to stay conscious.

ST 0:
Someone who reaches an adjusted ST of 0 (wounds, subdual damge and fatigue lost),
must make a 3vsST to stay conscious. They must roll again every 5 minutes of rest, or 1
turn of combat, to remain alert. At the first failure, they do fall unconscious.
If most of the lost ST is fatigue, the character should be reeling with exhaustion. If mostly
from damage, the PC's roleplaying fighting kneeling, and the like is appropriate. The
character is at the last extremis and is dizzy with pain and blood loss.

ST lower than zero but above the death number:


Below 0 ST figures stop fighting and fall crippled or helpless. However, they may roll to
stay conscious. They must roll 4vsST with a -1 penalty for each point they are below 0 ST.
(See below for the mortally wounded rules.) They must roll every turn if trying to crawl or do
anything, or once a minute if laying still. For example, Mothhem takes another wound and
collapses with a –3 adj ST. Hoping to stay alert to shout a warning to his friends who will be
coming in a few turns, he plays dead and freezes wrapped around his wound. He must
make a 4vsST at a –3 penalty. Since his basic ST is 9, he needs to roll a 6 or less on 4
dice. He needs an automatic success to avoid passing out.

Large or Small Creatures Staying Conscious:

For large or smaller creatures who want to remain conscous, decide if they are weak,
average, or strong for their race and roll 3 (or 4) dice verses an 8, 11, or 14 respectively.
(Basically think of how tough this creature is compared to an average creature of his size,
and scale the ST to a 3 (or 4) dice saving roll.)
I tried a bunch of complicated rules which looked at ST and hex size but none were at all
simple or nor did they work well for the huge range of large and tiny creatures I had. The
simple idea above is easy to remember, and is fast. If a massive dragon (far stronger than
most dragons its size) hits zero ST, the GM says it is like a 16 ST human compared to
normal humans, and rolls 4 dice vs a 16 to see if it can keep flying to escape, or see if it
crashes to the ground unconscious.

OPTIONAL RULE: Fighting for Consciousness:

Once in a great while I allow my players say that they are 'fighting desperately for
consciousness'. (Say once every dozen or so play sessions.) NPC's can use this anytime
the GM wants them to, (usually when the GM wants them to gasp out some vital dying
words). If the GM allows this, then the PC or NPC character ignore consciousness rolls and
just stay awake. If their ST is well below zero, they still automatically fall helpless but can
speak.

Revised Effects of Damage Table:

-2 DX Until To Be At
Base ST To Fall To Risk
End of Perm. –3
From: Prone: Unconsciousness:
Next Turn: DX:
(hits /
(hits / turn (adj ST or
turn or (adj ST or less)
or more) less)
more)
------------ ---------------- --------------
-------------- -----------------------------
------------ ---------------- --------------
-------------- -----------
-- ---------- ----
1 to 3 ST 1 point 2 points 1 adj ST 0 adj ST
4 to 8 2 4 1 0
8 to 29 5 8 3 1 or 0
30 to 49 10 16 6 2 to 0
50 to 69 15 24 9 3 to 0
70 to 89 20 32 12 4 to 0
90 to 109 25 40 15 5 to 0
110 to
30 48 18 6 to 0
129
------------ ---------------- --------------
-------------- -----------------------------
------------ ---------------- --------------
-------------- -----------
-- ---------- ----
+20 ST +5 points +8 points +3 adj ST +1 adj ST
+15 adj
+100 ST +25 points +40 points +5 adj ST
ST

For large creatures, the To Risk Unconsciousness ST is a range. If in the top half of the
range, the being gets a 3vs(ST+3), in the lower half they get a straight 3vsST roll.
(Remember to scale down their ST to the 3 die range, as given in the rules above.)

OPTIONAL RULE: Alternate Way to Calculate Damage Penalites:


For those who do not like table lookups, you can use these rules for large creatures. The
amount of damage that a creature must take to be at -2 DX for the rest of this turn and next
turn is 1/3 of its basic ST. To be knocked down, it must take half of its ST in one turn. To be
at permanent –3 DX they must be at 1/5 of their hit points. To Risk Unconsciouness, they
must be at 1/10 of their hits. So using these rules, a monster with 57 ST would be at –2 DX
for the rest of this turn and next turn when it took 19+ hits, it would be knocked down at 28+
hits, and would be at permanent negatives at 11 or less ST. They would risk falling
unconscious at 6 ST or less.

see: https://www.library.usyd.edu.au/libraries/rare/medicine/PareApologie1951.jpg

Dying Rules:
People will die when they reach negative 1/2 their ST (round off in player's favour).

A figure who is mortally wounded will slowly take damage until they die. They will take 1
point of damage every half hour if they lay still and rest. If they move, they will take damage
more quickly, depending how rough their method of convience is. (Say, one point of
damage every 10 minutes for being in a moving cart.) If they have a Bleeding Critical, (see
below), they are in considerably more danger.

Below 0 ST figures stop fighting and fall helpless. However, they may roll to stay
conscious. They must roll 4vsST with a -1 penalty for each point they are below 0 ST. If
they are in the upper half of this range, they may crawl one hex per turn or take very limited
actions. In the lower half of this range, they are totally helpless. They must roll every turn if
trying to crawl or do anything, and once a minute if laying still. For example, Mothhem takes
another wound and collapses with a –3 adj ST. Hoping to stay alert to shout a warning to
his friends who will be coming in a few turns, he plays dead and freezes wrapped around
his wound. He must make a 4vsST at a –3 penalty. Since his basic ST is 9, he needs to roll
a 6 or less on 4 dice. He needs an automatic success to avoid passing out.

OPTIONAL RULE: Bleeding Criticals:

I use the Crippling Hits rules on page 21 of Advanced Melee. However, if when making
the 2 die roll to find the location of a Crippling hit, an adjusted 7 (or 13 or more - thus head
wounds are likely bleeders) is rolled, the wound is a 'Bleeding Critical'. A bleeding Critical
will do one point of damage every 30 seconds, until the person gets magical healing or is
treated by someone with First Aid, Physicker or M. Physicker talents. (No roll is required, it
is assumed that any trained treatment, or any magical healing will stop the bleeder.)

Stablizing Dying Figures:

A mortally wounded figure who gets medical attention may survive, this treatment takes
the same amount of time as a normal Physickering action (5 minutes). If you stablize a
mortally wounded figure, they are no longer considered to be mortally wounded and no
longer take one point of damage every half hour. (They may be still at negative hit points.)
How every they are still critically wounded and any motion above laying still may reopen
their wounds, and make them mortally wounded again. Laying still will allow them to regain
wounds with bed rest. Once they reach zero hits, they are no longer critically wounded and
are full expected to recover given time, and assuming no infection strikes.
Note that the Healing Spells I have put on the web, make it far safer to move people who
are critially wounded and make infections a remote possiblity. Even if you do not know a
high enough version of these spells to give back hit points, they will stabalize and make
more robust mortally wounded people.
To stablilize the wounded figure, a healing spell must be cast on them, OR a healer must
make a saving throw. Use the following rules:

If the healer trying to save the mortally wounded figure is a...

 ... Master Physicker, then they must roll: ......................... 2vs(healer's DX +


(wounded players adjusted ST x2).
 ... Physicker, then they must roll: ..................................... 3vs(healer's DX +
(wounded players adjusted ST x2).
 ... someone with First Aid talent, then they must roll: ....... 4vs(healer's DX +
(wounded players adjusted ST x2).
 ... someone with no healing talents, then they must roll: .. 6vs(healer's DX +
(wounded players adjusted ST x2).

Modifiers to the above rolls:


If the healing starts within 30 seconds (0 to 6 turns) of the mortal wound, the healer gets
+6 DX. If it happens between 35 seconds and 3 minutes (7 to 36 turns) the healer gets +3
DX.
If the wounded person is conscious and trying to self-heal, they may do so but must roll
an extra die.

If the above roll is failed, the subject takes one point of damage, (2 points on a critical
failure). (Bandaging, stitching, extracting arrows, etc. is assumed to do some damage to the
wounded figure in the course of treatment. If the treatment is sucessful, this extra damage is
considered minor. Repeated attempts are allowed, but each try is at a cummulative –1 adj
DX. However, a new healer with a higher skill in healing (e.g. a Master Physicker taking
over from a Physicker), does not get this cummulative penalty.

If the above roll succeeds, the subject recovers damage depending on the level of the
person helping, (0 points for someone unskilled, 1 point for someone with First Aid, 2 points
for someone with Physicker and 3 points for a Master Physicker). If the subject is still at
negative ST, they are stable but will not lose further ST. The subject is considered to be in
critical condition and needs bed rest. Any travel, or violent motion may reopen the wounds
and start the bleeding again.

Example:
Nerdeth is mortally wounded at –2 adj ST. His basic ST is 13, so he will die at –7 adj ST.
The party has a Physicker with a DX of 14. It is five minutes before the Physicker can get to
Nerdeth. The Physicker must roll 3 dice verses (14 + –2 x2) i.e. a 3 dice vs a 10. The healer
rolls an 8 and Nerdeth is saved. (Coincidently he gets back 2 damage from the Physicker,
so he is at zero ST and not even in critical condition. But even if he was still at negative ST,
he would be stable and not taking damage every half hour.)

Second Example:
As above, but Nerdeth (who has no healing talents), is out of luck; the Physicker is killed
early in the fight, and Nerdeth must try by himself. His DX is 15, but –3 because he is at
perminant negatives, for an adjusted 12. However, he starts trying to heal himself at once,
for +6 DX. As someone with no healing skills he would normally have to roll 6 dice, but he is
self-healing, so he must roll an extra die. The roll is: 7 vs (Nerdeth's DX of 12 + Nerdeth's
adj ST of –2 x2 +6) = 7vs(12–4+6) = 7 dice vs a 14. Nerdeth rolls a 26, and takes a point of
damage. An hour and a half later (three more points of damage bringing him to –6), a
rescue party arrives with a dozen healing potions and Nerdeth is saved.

It is suggested that if any magic potions are avalible, then they are used before this
saving throw.

OPTIONAL RULE: Supporting Mortally Wounded Figures:

Someone with a healing talent (First Aid, Physicker or Master Physicker), may not try to
treat the mortally wounded figure, but just put pressure on the wounds, give the wounded
victim liquids and keep them warm to avoid shock. This does not risk the damage of a failed
saving roll above, and slows the mortal damage. Doing so reduces the damage to one point
to every hour to 1.5 hours (GM's option). This course may be taken if it is thought that more
skilled help is on its way. Any movement of the wounded figure prevents this slower
'Support' option. This option doubles the amount of time between damage from bleeding
criticals from 30 seconds to 60 seconds.

OPTIONAL RULE: Natural Constitution Save:

If a mortally wounded figure takes more than 2 hours to die, it is possible that enough
blood will clot to allow them to naturally sabilize. If a mortally wounded person lies still for 2
hours, they are allowed a 4vsST with a –2 modifier for each point of damage they are below
zero. If they make this roll, they stabilize on their own. Only one such Natural Constitution
Save is allowed, even it if takes the figure more than 2 hours to die.
(Gigantic figures should scale their ST to a 3 die range as described above.)

OPTIONAL RULE: Racial Advantage in Revival Rolls:

Some races are especially tough or easy to kill. Game Masters may optionally use this
table:

If mortally wounded subject trying to be stablized is a ...


 ... gargoyles or other silicon being, then the healer gets a +6 DX on the saving throw
to stablize it.
 ... halfling or reptilite, then the healer gets a +4 DX on the saving throw to stablize it.
 ... dwarf or troglodyte, then the healer gets a +2 DX on the saving throw to stablize it.
 ... an elf or deep elf, then the healer gets a –2 DX on the saving throw to stablize it.
 ... kobold, then the healer gets a –4 DX on the saving throw to stablize it.
 ... fragile, light, flying being, then the healer gets a –6 DX on the saving throw to
stablize it.

Note that most races use the standard, +0 modifiers.

Reminder of Saving Throw Values for Higher Numbers of Dice:

 1 die ........ No auto-success or auto-failure.


 2 dice ...... 2 is an auto-success, and 12 is an auto-failure.
 3 dice ...... 5 is an auto-success, and 16 is an auto-failure.
 4 dice ...... 8 is an auto-success, and 20 is an auto-failure.
 5 dice ...... 11 is an auto-success, and 24 is an auto-failure.
 6 dice ...... 14 is an auto-success, and 28 is an auto-failure. etc.

Notice that after 2 dice, the auto-success number goes up 3 each step, and the auto-
failure number goes up 4 each step.

New Talent:

This talent is not needed, but a GM who wishes to have a weaker version of Physicker
may add it to his or her campaign.

IQ 10

FIRST AID (1) Very basic healer's ability. Someone with Physicker gets this talent for
free. If someone is wounded, you may do basic bandaging which will heal one hit on any
humanoid figure (wounds only - not exhaustion) after any combat or accident. You must
have a first aid kit to do so. Efforts of more than one healer are not cumulative. It takes 5
minutes to heal one hit. This must be done within 7 minutes of the when the wound was
made. This may only be done once per wound, and only on the most recent wound.
Wishes and Battle of Wills in TFT

(c) 2015 by Richard Wayne Smith - - - - - Version 1.1

One problem with Wishes in TFT is that they are out of reach of a low level character, while
a high attribute figure with a little organization can churn them out without risk. In creating
the Battle of Wills rules for psionics I have designed a better system.

With current rules a wizard with a 35 IQ has a 95.5% chance of getting a wish from a
demon and only a 0.2025% chance of dying permanently. Thus, providing he can afford a
revival potion, he has a 50% chance of making close to 325 wishes before he dies for good.
A wizard who has a 35 IQ and a +2 charm has a 99.5 % chance of getting a wish, and only
has a 0.00214 % chance of dying permanently. Thus, providing that he can afford a revival
potion, he has a 50 % chance of making close to 50,000 wishes before he dies
permanently.

So, if there exists a wizard with a 35 IQ and a +2 charm the cost of wishes should drop to
the cost of the wizard's time for the 10 minutes that it takes to organize the apprentices and
cast the spell, plus the cost of the fST to invoke the demon. The real price of a wish would
be in the order of $200. Unless there is competition ( Ha! Ha! ) he could charge what the
market would bear, but do you really want him to make a profit of $39,800 for 10 minutes
work?

On the other hand, any wizard with less than a 30 IQ is crazy if he tries to get a wish. Not
only is he likely to be killed, there is a real danger that he will be burnt to ashes and be
beyond any revival. (For example, a wizard with a 28 IQ has a 25% chance of getting a
wish, an 18.75 % chance of being killed and a 56.25 % chance of dying permanently.)

This is something of a moot point. In NONE of my TFT campaigns have there been IQ 35
wizards. Given that, one must wonder where the wishes come from that the Wizard Guilds
give out for someone who invents a new “Summon Wombat” spell. The books suggest a
price of $40,000 for a wish. Far more PC's are looking to buy wishes at that price than sell
them.

I feel that lower IQ wizards should have a decent chance of gaining a wish, while high IQ
figures should not be so certain of succeeding.

Using the rules below, a wizard with an IQ of 25 to 28 has a reasonable chance of getting a
wish while very high IQ figures can't be too confident because of the existence of very
intelligent demons. As an added bonus, wizards with charms are less immune to chance
because tho the charm helps the wizard's roll, the demon gets its own roll that the charm
does not affect. If a wizard has a +1 or +2 charm, (and a revival handy) then attempting to
gain a wish becomes reasonable for wizards with an IQ of 22+ or so.

New Rules for Battle of Wills:

Now a Battle of Wills is an X:X–2vsIQ (explained below) that will take from 30 to 90 seconds
to perform. While the Battle of Wills is going on, the wizard and demon are frozen in place,
staring into each other's eyes. Then one will break and look away, and the victor will
enforce its demands on the loser. Since the Battle of Will is a psionic attack, it ignores
pentagrams. If the rolls the two figure make are close, then the Battle of Wills will last for 90
seconds. If one side wins easily the Battle of Wills will last around 30 seconds.

To run a Battle of Wills, the GM asks the wizard to roll X dice versus the Wizard's IQ. (The
player running the wizard chooses what X is, thus he should pick a number of dice that he
thinks he can make.) Then the Demon rolls that number of dice, MINUS TWO, against its
IQ. The wizard should choose how many dice he or she is rolling vs IQ, before the GM
reveals what the demon's IQ is.

There are 4 possible results from these two rolls:

 Wizard makes his roll, Demon fails its roll:


........... Demon gives the wizard a Wish.
 Wizard makes his roll, Demon makes its roll:
.......... Demon kills wizard.
 Wizard fails his roll, Demon fails its roll:
.......... Demon kills wizard.
 Wizard fails his roll, Demon makes its roll:
.......... Demon reduces wizard to a pile of smoldering ash, and consumes the
wizard's soul.

Example:

Yazor the wizard has a IQ 24 and initiates a Battle of Wills. Yazor chooses to roll 7 dice vs
IQ and gets a total of 24 (he just barely makes it). The demon (it turns out) is fairly smart, it
is an IQ 16 demon. The demon then must roll (7 minus 2) 5 dice verses its IQ of 16. If the
demon blows the roll (which it has pretty good chance of doing) then Yazor wins the Battle
of Wills and gains a wish.

If the wizard gets a critical success the demon must roll two extra dice on his roll. If the
wizard gets a critical failure the demon rolls 2 less dice on the roll. Using the new rules, a
lesser demon will NOT give up 2 or 3 wishes if the wizard gets a double or triple effect. (A
greater demon will give a maximum of 2 wishes. See below for other beings.)

No artificial aids may be used to modify the roll except Charms or Curses. (Having a
colleague go inside the pentagram and cast a 5 point Curse on the demon, can greatly
improve your chances of safely gaining a wish.)

In particular attribute adders do not help in Battles of Wills and Wishes may not be used to
dictate or modify these rolls. There are some optional modifiers to Battle of Wills that are
given at the end of the article.

Variable Demon IQ's:

One of the reasons that gaining wishes was so easy for the high IQ wizards at the
beginning of this article was that demon IQs were always 20 exactly. In my campaign, the
IQ of demons vary, so usually getting a wish is not so dangerous, but once in a while a high
IQ demon will come along which means that even high IQ figures are in deadly danger.

Extorting a wish from demons is truly dicing with death.

Add One Die, Rerolling Sixes:

I am defining a new sort of die roll, that the GM can add to his or her bag of tricks.

Rolling 1 die, rerolling sixes, is when you roll 1d6. However, if you roll a six, you add 5 to a
running total, and roll the die again. Keep going until you roll a non-six result. Thus the
amount that you roll will usually be low, but can theoretically be extremely high. (The
average of one die, rerolling sixes is a 5.)

I wished to make a random way to find the IQ of demons, that would cluster their IQ around
a fairly low value, but would allow an occasionally demon to have a much higher IQ. In the
method suggested below take the base IQ of the demon, and then add one die rerolling
sixes.

The IQ of a Lesser Demon is: 8 plus 1 die, rerolling sixes.


The IQ of a Greater Demon is: 12 plus 1 die, rerolling sixes.

Thus the average IQ of a Lesser Demon is about 13 IQ. The average IQ of a Greater
Demon is about IQ 17. Since the wizard is initiating the Battle of Will, the wizard must roll
two more dice than the demon, so to get the wish, a wizard wants to have at least a 24 or
25 IQ. (And a charm.) But using these rules a lower IQ wizard (IQ 20 say) could attempt a
Battle of Wills with a random demon and hope to get one that is fairly low IQ. (A tactic only
for the desperate.)

Example:

To find the IQ of a greater demon, the GM starts with a base IQ of 12. Then the GM rolls
One Die, Rerolling Sixes.

This extra die is a 6! .......... (We add 5 IQ and reroll.)


The next roll is also a 6! .... (We add 5 more IQ and reroll.)
The next roll is a 2. ............ (We add 2 more IQ points, and stop.)

Thus the demon would have a 24 IQ.

I think that you will find that these rules will significantly improve the economics of Wish
creation in TFT.

Optional Rules:

Battle of Wills verses Other Sorts of Creatures:


If You Win A
Battle of
Will...

Against a: Then you gain:

-------------------- -------------------------------------
--- ------------------------------------

a service (violent usually) or


Efreet
a lesser wish.

Lesser Demon a wish.


Greater a maximum of 2 wishes if
Demon wizard rolls a critical.

Young Djinni a wish.

2 wishes if wiz rolls an


Djinni automatic success, or 3 if
he rolls a critical.

Djinni Lord an existential wish.

Lesser wishes are like wishes but they can not be used to raise attributes, unless the
attributes are 12 or less.

Existential wishes are VERY powerful. They are the basis of name magic and can change
WHAT people are. (e.g. give people simple magic powers.) They can increase people's
attributes up to 25.

Note that there is a small chance that the more powerful beings may have charms of their
own. The GM should not go overboard here, this all is dangerous enough. A Djinni Lord
would have around a 2% chance of having a charm and the others, less than that.
Modifiers to Battle of Wills:
Bonuses for Personality:

The Personality Attribute (See pg 7 in ITL) Desire to Dominate (DtD) modifies Battles of
Wills. People with a high Desire to Dominate ( DtD) have advantages as follows:

Modifiers based on
your Desire to
Dominate...

Modifier to your
Your DtD is: IQ in a Battle of
Wills:

-------------------------
----------------- -------------------------
--

2 -2 to your IQ.
3 or 4 -1 to your IQ.

5 to 9 +0. (No modifier.)

10 or 11 +1 to your IQ.

12 to 14 +2 to your IQ.

15 or 16 +3 to your IQ.

17 +4 to your IQ.
18 +5 to your IQ.

Humans roll 2 dice for their values (altho, GM's usually allow players more control of their
characters' personalities). Djinns roll 2 dice and add from 1 to 3, Demons & Efreets roll 2
dice and add 2. The table goes up to 18 just in case.

Bonuses for Talents:

Each level of Psychic Combat talent gives you +1 IQ to the roll. However, the first level of
Psychic combat is the most important. In a Battle of Wills, if you have one or more levels of
Psychic Combat and your opponent does not have any, they are at a -2 IQ to the roll.

Psychic Combat is a talent that is only used to improve your chances in Battle of Wills and
Possession attempts. It does not give its user psionic abilities (tho psionic users learn it
quite often). Wizards may learn any level of Psychic Combat at normal memory cost (not
the doubled memory cost).

Psychic Combat 1 is an IQ 15 talent costing 1 memory point. A variable amount of memory


may be spent on this talent; each 1 extra memory point spent on this talent gives an
additional +1 modifier to Possession and Battle of Will rolls.

The maximum number of levels of Psychic Combat that may be taken is genetically
determined:

 Hobbits, Thelonicans & Elves may take a maximum of 4 levels of this talent.
 Humans, Dwarves & most other races may take 5 levels of this talent.
 Troglodytes, Goblins, Gargoyle and Reptilites may take 6 levels of this talent.
 Orks may take 7 levels of this talent.
 Dragons and Djinns may take 9 levels of this talent.
 Efreet & Demons may take 10 levels of this talent.

Note, that just because a demon can take 10 levels of Pyschic Combat, that does not mean
that they have that many. (Many demons are not smart enough for one thing.) The GM may
want to have 5/6 of smart demons having NO levels of this talent, and most of the rest
would have one or two levels. Greater Demons should have a higher chance of having
more levels.
GM's should put limits on the maximum number of Psychic Combat talents other races may
learn. The more domineering the race, the higher this limit is.

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