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Tunnels & Trolls RP / Re: Hot Pursuit
« Last post by ChickanBone on April 02, 2017, 04:34:06 AM »
Cholf jumps to his feet ready for whatever trouble he may face,

Rolls against IQ
Total:9 + 13 INT = 22

Roll against SPD
Total:11 + 17 SPD = 28
T&T Character Sheets / Re: DEATHSTALKER (FREEDAN)
« Last post by ChickanBone on April 02, 2017, 04:18:52 AM »
Nice man!

I dig the pic too! Haha
« Last post by DOOM91 on April 02, 2017, 03:52:55 AM »

Gender:  MALE
Age: MID 20S
Character Type:  ROGUE
Alignment:  Chaotic-Neutral
STR:  16
CON: 20
DEX:  35
SPD: 18
INT: 21
WIZ: 26
LK: 14
CHR: 48
GP: 0
SP: 0
CP: 0
Character Level: 4
AP: 0
HT: 6'9
WT: 280 lbs
Weight Carried: 525/1600 wu

Backstab- DEX +4
Climb- STR +4
Jump- DEX +1
Rougery Talent- LK/DEX/CHR +6

Stealth- LXSR equal to level of creature you are sneaking up on or by.

Magical Aptitude: Each Rogue may start playing knowing any one 1st-level Wizard spell, but require sufficiently high INT score to cast any spell just like a Wizard. He may buy or learn more spells as opportunities present themselves, but the Wizards’ Guild will not teach him spells for any fee. Rogues will always pay the full WIZ cost.

•Unarmed Strikes- 1d6+35
•Headman’s axe- 4d6+39 (4d6+4); STR 14; DEX 11; 200 wu
•Sax- 2d6+40 (2d6+5); STR 7; DEX 10 to use/cannot be thrown; 25 wu

Other Equipment
Hits: 8
•Chainmail suit- 8 hits; STR 8; DEX 10; 300 wu
•Languages: Common, Undercommon
Tunnels & Trolls RP / T&T FAQ and Answers
« Last post by ChickanBone on April 02, 2017, 01:16:17 AM »

What is a Saving Roll?

What is LXSR?
Is an abbreviation for Level X (level of save roll) Save Roll. E.g. L1SR, L2SR, L3SR, etc.

L1SR- 20
L2SR- 25
L3SR- 30
L4SR- 35

Expanded information about St. Andre's Saving Roll system can be found on pg 99 of Tunnels and Trolls 7.5 Edition. My homebrew of the Saving Roll system can be found here.

Where do I find my Kindred Mod?

Vanilla kindred modifiers are listed on page 25 through 27. Custom kindred modifiers (for half-kindreds) can be made. You can re-tool preexisting kindred modifiers by adding two kindreds' modifiers together and divide by two. Do not round down or up. Take that number and multiply your original attribute scores by each of the kindred modifiers. That multiplied number will be your new attribute score. Talk with your GM to make sure your proposed custom kindred modifiers are balanced.

Reply Structure
Hot Pursuit is being used an example here.

When you are not making rolls for your character you are roleplaying as your character. You assume the role of your character and decide their actions and responses to a situation.

If presented with a SR challenge roll as normal.


Player post: Gruak the urookin (half-orc) barbarian is sleeping in his hut when he is awaken by the sound of panicked and fearful screams. As his hearing focuses he notices that someone or something is trying to break through his wooden door.

GM post: [continuation of story]. Now, Gruak needs to make two L2SRs on INT and SPD. His Target Number (TN) is 25.

Player post: I roll 3d6 and get 11 (with no doubles or triples). I adds 11 to Gruak's INT of 10 for 21. He has the Danger Sense of INT/LK +6. His total SR score is 27.

GM post: Gruak succeeds! He earns 27*2 (level of SR)= 54 Adventure Points (AP)! [Continuation of story and mentioning the result of Gruak's actions.]
T&T Character Sheets / Cholf Moody and Kithkin the Dragon
« Last post by ChickanBone on April 02, 2017, 12:33:10 AM »

Name: Cholf Moody
Gender: Male
Age: 25
Character Type: Dragon Rider (Warrior)
Alignment: Neutral
STR: 88
CON: 28
DEX: 78
SPD: 17
INT: 13
WIZ: 15
LK: 17
CHR: 25
Personal Adds: +65
GP: 0
SP: 0
CP: 0
Character Level: 7
AP: 48+96+
Kin: Dwarf
HT: 5'4
WT: 281 lbs
Weight Carried: 850/2500 wu

Animal handling- CHR +6
Dwarven Charms- CHR +2 (with Dwarven Ladies)
Dragon riding- DEX +5
Fletching- INT +4
Iron Liver- CON +3
Street smarts- INT +4

Dodge- LXSR equal to level of creature attacking to negate the damage.

Melee Weapon Bonus- +xd6/character level
Armor Bonus- gain a x2 bonus on all armor pieces for being a Warrior

•Unarmed Strikes- 1d6+65
•Iron Bo Staff- 11d6+66 (4+1); STR 12; DEX 10; 100 wu
•Rend (Gigantic Crossbow)- 15d6+65; STR 17/45; DEX 10; 450 wu
-3 crossbolts

Other Equipment
Hits: 32
•Full Plate Armor- 16; STR 10; DEX -3; 300 wu
•Languages: Common, Draconic, Dwarven

Name: Kithkin
MR 297
INT 64
WIZ 48
Combat Dice: Bite, claw, tail whip- 30d6+148
Special Attack: 11/Fire Breath -- 4d6 fire damage to everyone in front of the dragon unless the targets can make a L10SR vs DEX/LK.
Special Defense: 28 hits
Special Abilities: Cateyes- Kithkin can see in low-light conditions
Fly Me- Able to fly at will
Languages- Celestial, Common, Draconic, Elven, Halfling
Metamorph Me- At will Kithkin can assume shape Kithkin wishes too. His MR remains the same in the new form. E.g. if shape changed into a cat, Kithkin is a cat with the MR of 297.

Tunnels & Trolls RP / Hot Pursuit
« Last post by Omega on April 01, 2017, 07:37:28 PM »
You are on the southern bank of the Khosht River in the small farming village of Farthest so named because it is the farthest east of all the human villages in this area. A small, nameless stream joins the Khost at the edge of the village, and the whole is surrounded by fields of vegetables and grain. There are a few fruit trees close to the stream. The tiny village doesn't even have a street. There are maybe twenty huts made of mud bricks and timber in a rough circle around a central plaza. The village elder ("chief' is too important a word for him) has cleared out one hut and offered it to you, his honored guests for the evening. Wine and beer have been brought out, and the whole town has gathered to hear your tales from the outside world. You carouse late into the night, and then finally you all go to sleep in your hut. You are awakened a few hours later by shouts and screams, and then someone or something rips the door off your hut.

You will have to make two L2SR on IQ and SPD at this point. If you make both, you may take an action at this point. Failure on IQ means your brain was too slow to comprehend the situation. Failure on SPD means you reacted too slowly.
Tunnels & Trolls RP / Re: Omegu's T&T 7.x Homebrew Rules
« Last post by Omega on April 01, 2017, 04:07:01 PM »
Please ask any mechanics questions here. Thank you. :)
Tunnels & Trolls RP / Omegu's T&T 7.x Homebrew Rules
« Last post by Omega on April 01, 2017, 04:05:34 PM »
Hey, just wanted to give new players and guests a look at some of the homebrew rules I use. This will be updated as the adventure continues.

I primarily use 7.xe which is basically a 7.5e and Deluxe Tunnels and Trolls (DT&T) amalgamation. I am able to run fantasy and modern settings with ease. The only "real" changes to the core T&T system is adding modern weapons. For comparative purposes, T&T can be a GURPS Lite, before GURPS even came to be.

I have

In general, as stated in "What is Tunnels & Trolls?", am I am able to run solo campaigns or solo one-shots with rather ease. GMing a group play isn't harder, it'll just be more interesting haha.

The eight attributes remain:
WIZ/POW (for Supers or metaphysical abilities -- i.e. aesthetic change for non-magical abilities, ha)

A new character begins with a randomly generated score for each attribute, determined by rolling four six-side dice.

Character classes
No change; Non-human kindreds are encouraged and can be worked into the game easily.

Also, I don't fear players making evil characters with depth. Hopefully investigators don't start following your sloppy trail of body. ;)

Staring equipment and money
Gold, silver, and copper pieces used for fantasy, dollars for modern, and credits for sci-fi settings.

Character classes
No change; Custom classes can be built/re-skinned from the preexisting concepts of:
Warrior-Wizard (Paragon)
Specialists/Specialist Mages (Healer, Combat Mage, Ranger, Martial Artists, Ninjas, etc.)

The vanilla T&T has restrictions on Paragons (meaning that you have to roll above 12 on every stat), but I will allow anyone to be a paragon, because they actually aren't game breaking haha.

Personal Adds are determined by STR, DEX, and SPD. For every point above 12 possessed in each of these attributes, the character receives a +1 bonus to his Personal Adds. Similarly, for every point below 9 possessed in each of these attributes, the character receives a one-point penalty.

Wizards, Paragons, and Specialist Mage (combat orientated specialist mages -- warlocks, sorcerers, spellswords etc.) include their WIZ in their Personal Adds count.

Saving Rolls
3d6's are used for quick contests: combat stunts when you're outmatched in combat, to completely avoid damage, or make an attack with any ranged weapon (throwing your trusty dagger, shurikens, a rock, your sub-machine gun, etc.) or notice the ninjas stalking you in the shadows before they spring their attack!

Same format as St. Andre's SR system:
1. Roll 3d6 (if you get any doubles add and roll over; if you get any triples add and roll over -- you do either method until you have singles)
2. Take that total and add it to your current attribute score. Don't forget to check see if any of your talents' bonuses may apply to this roll.
3. If you succeed, then congrats! Take that total and multiple it by the level of the Saving Throw you just made, That total is the AP gained for the SR you just made!
4. If you fail, you suffer the full consequences of your failure~ ;)

Surprise Attacks
This happens when either you surprise attack your foe or your foe surprise attacks you. This can only happen if your foe cannot see you and/or tell the direction of where your missile attacks are coming from.

Someone that is successfully ambushed cannot make an attack that round and is freely attacked by their assailant.

Prison Camp / Locked Topics / Dice Rolling Tool
« Last post by ChickanBone on April 01, 2017, 04:03:03 AM »
Tunnels & Trolls RP / What is Tunnels & Trolls?
« Last post by ChickanBone on April 01, 2017, 03:49:45 AM »
V.I.A. Wikipedia ( https://en.wikipedia.org/wiki/Tunnels_%26_Trolls )

Tunnels & Trolls (abbreviated T&T) is a fantasy role-playing game designed by Ken St. Andre and first published in 1975 by Flying Buffalo. The second modern role-playing game published, it was written by Ken St. Andre to be a more accessible alternative to Dungeons & Dragons and is suitable for solitaire, group, and play-by-mail gameplay.

St. Andre, a public librarian in Phoenix, Arizona, liked the idea of fantasy role-playing after reading a friend's D&D rule books but found the actual rules confusing, so he wrote his own. The first edition of Tunnels & Trolls was self-published in April 1975.[3] In June 1975, publisher Flying Buffalo Inc. released a second edition of the game, and Tunnels & Trolls quickly became D&D's biggest competitor.[4] Tunnels & Trolls had similar statistics, classes, and adventures to Dungeons & Dragons, but introduced a points-based magic system and used six-sided dice exclusively.[5] According to Michael Tresca, Tunnels & Trolls presented a better overall explanation of its rules, and "brought a sense of impish fun to the genre".[5]

The game underwent several modifications between the original release and when the 5th edition of the rules was published in 1979. This edition was also translated and published abroad in the United Kingdom, Germany,[6] France, Italy, Finland, Japan, and it entered these markets before Dungeons & Dragons did in most cases.

In 1999 Pyramid magazine named Tunnels & Trolls as one of The Millennium's Most Underrated Games. Editor Scott Haring said of the game "everybody knows this was the second ever fantasy roleplaying game ... But to dismiss it as just an opportunistic ripoff would be grossly unfair. Flying Buffalo's T&T had its own zany feel – it was much less serious than D&D – and a less-complicated game system."[7]

In 2005, Flying Buffalo updated the 5th edition rules with a "5.5" publication that added about 40 pages of extra material. That same year, Fiery Dragon Productions produced a 30th Anniversary Edition under license in a tin box complete with CD, map, and monster counters, and two new versions of the rules. Ken St. Andre used the opportunity to extensively update the style of play and introduce new role-playing concepts, such as character level determined by character attribute statistics instead of arbitrary numbers of experience points. The 30th Anniversary rules are generally known as the 7th edition. One of the most significant innovations of 7th edition is the introduction of a skills system. The 7.5 edition was released in 2008 by Fiery Dragon, being an update and clarification on the 30th Anniversary Edition.

In 2012, Tunnels & Trolls was re-introduced in French-speaking markets by Grimtooth under license by Flying Buffalo. The French rulebook, which is officially the 8th edition, is based on the 7th edition, but includes elements taken from the 5.5 edition as well as clarifications by Ken St. Andre. The interior artwork includes the illustrations of the 5th edition, plus new inks by Liz Danforth. Several other products (solos and GM adventures) have already been released via Lulu.com and others have been announced.

The production work for the 8th edition prompted Flying Buffalo to start working on a Deluxe (9th) Edition of the rulebook.[8] As Rick Loomis, head of Flying Buffalo Inc., put it, "The French edition came out so beautiful that now that I have run out of 5.5, I am not satisfied to just reprint 5.5. I wanted to have a deluxe edition even better than the French one. (Competition is what drives us to be better!)". Deluxe Tunnels & Trolls, written by St. Andre with additional design input and editing from longtime players Liz Danforth and James "Bear" Peters, was published in August 2015.[9]

The 5th editionTunnels & Trolls core ruleset does not detail a specific setting, saying only that gameplay occurs in "a world somewhat but not exactly similar to Tolkien's Middle Earth." In an interview in 1986, Ken St. Andre stated that "my conception of the T&T world was based on The Lord of The Rings as it would have been done by Marvel Comics in 1974 with Conan, Elric, the Gray Mouser and a host of badguys thrown in."[10]

The current Deluxe Edition includes Ken St. Andre's house campaign setting, Trollworld. Along with additional material by early players Jim "Bear" Peters and Liz Danforth.

Prime attributes[edit]
Eight prime attributes define characters in Tunnels & Trolls:

Strength (ST) determines which weapons the character can use and how much the character can carry. It also serves as magic points in 5th and earlier editions.
Intelligence (IQ) measures the character's ability to think and remember facts.
Luck (LK) affects combat results and saving throws.
Constitution (CON) measures how healthy the character is and how much damage the character can take before being killed.
Dexterity (DEX) represents agility, nimbleness and affects marksmanship.
Charisma (CHR) represents attractiveness and leadership ability.
Later editions add the following prime attributes:

Wizardry (WIZ) replaces Strength for powering magic points. Also called Power (POW) in the 5.5 Edition.
Speed (SPD) represents reaction speed and, in some editions, movement rate.
A new character begins with a randomly generated score for each attribute, determined by rolling three six-side dice.

Character races
The rules recommend that novice players create human characters, but also offer the options of elves, dwarves, and hobbits. Other races, like leprechauns and fairies, serve as additional character options. A character's race affects his or her attributes. A player may also choose to play as a "monster race" such as a zombie or vampire.

Character classes
Players also choose a character class for their character. The two base classes are Warriors and Wizards. Wizards can cast spells but have combat limitations. While Warriors cannot cast magic, they are allowed the full use of weapons and armor is twice as effective in blocking damage. Rogues and Warrior-Wizards are also available as character classes. These two classes both combine the abilities of the Warrior and the Wizard. Rogues in Tunnels & Trolls are not thieves, unlike the Rogue classes in Dungeons & Dragons, but could be more accurately described as 'Rogue Wizards'. Rogues are limited in their spell-casting abilities, can utilize the full range of combat weapons and armor as a warrior but do not receive the Warrior's armor bonus or the Wizard's spell-creating ability. Warrior-Wizards are not so limited, but the player must be lucky with the dice when creating the character: high minimum attribute scores are required. Later editions include new classes such as Specialist Mage, Paragon (a renaming of the Warrior-Wizard), Leader, and Ranger.

Starting equipment and money
New characters begin with a number of gold pieces determined by rolling three six-sided dice and multiplying the total by ten. These gold pieces can be used to buy weapons, armor, and other equipment.

Combat is handled by comparing dice rolls between a character and his opponent. Both sides roll a number of dice determined by which weapon is in use, then modify the appropriate result by "personal adds". Totals are compared, with the higher roll damaging the opposing combatant by the difference in totals. Armor absorbs this damage taken, and any amount remaining is subtracted from the Constitution attribute.

Tunnels & Trolls is unusual among roleplaying games in conducting mass combat resolution with one set of rolls, as the above system applies to combats between any number of opponents.

Personal adds are determined by Strength, Luck, and Dexterity. For every point above 12 possessed in each of these attributes, the character receives a one-point bonus to his personal adds. Similarly, for every point below 9 possessed in each of these attributes, the character receives a one-point penalty.

In the 7th Edition, the formula was changed to include Speed in the personal adds. This also applies to the Deluxe Edition.

The 5.5, 7th and Deluxe edition include 'spite damage' whereby each "6" rolled on the combat dice causes a minimum of one damage to be inflicted on the opposing side, regardless of armor or the respective combat totals. This helped resolve the interminable stalemate that could occur between evenly matched, heavily armored opponents.

Saving rolls
The Saving Roll (SR) is used during combat to break a stalemate or overcome the characters being outmatched as well as for use of ranged weapons. The SR is also used in all other tests of skill or luck the characters may be presented with by the GM or solo adventure. Checks are made using a character's attribute plus 2d6 (doubles add and roll over) against a difficulty level based on the task at hand. For every level of saving roll the formula is 10+5x, with x being the level of difficulty. This was one of the earliest uses of this mechanic in RPGs.
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