Everything on this page relates to T&T 7.0 and 7.5.
not bloody much. A few house rules, and some notes on 7.5 vs 7.0
Berserking is a talent with special abilities. It is based upon Luck. Characters with IQ over 16 may not take it. Characters with the Berserking talent are called berzerkers.
when you go berserk, you pick a level of berserk; this level is the number of extra dice you get to roll in melee combat, and it is also the difficulty of the Luck+Berserking SR to go berserk. Failure to go berserk produces fatigue, marked against ST. You lose all of your personal adds while berserk. You spend 1 ST per round per level of berserk.
Coming out of berserk isn't easy, either. Characters dropped to below 1/10th their base STR collapse from exhaustion, and while they can take hits, can not generate combat rolls, but automatically come out of berserk. When all the enemies are dead, Roll again a SR on Luck+Berserking vs the level of berserk in order to come out of berserk. Fail, and you fight the nearest target, be they friend or foe. Also, a berserk character may be brought out by another character; that character makes a Charisma SR vs the level of berserk chosen.
Berserk characters gain extra dice in combat; these are treated normally in all respects, especially including spite damage. The maximum level of berserk should be limited to Adds/5 round up.
This is a very different treatment from 5.0/5.5, but is intended to make it both more workable, and more useful.
This talent provides no SR bonuses, no mechanical bonuses... it just cancels the half adds penalty for citizens, and turns the no adds penalty for wizards to a half-adds penalty, for one or more weapons. For each level in this talent, 1D of weapons loses its penalty, getting full adds. For example, a Cutlass (3d+3) would use 3 of the adds in this talent. A Hand-and-a-half sword (5d+0) would use up 5 adds. If you have extra adds, you can add a second weapon.
For example, a Citizen rolls a 6 for Weapons Training; he selects Scimitar (4d+0) and Sax (2d+5), totalling 6 dice.
The ability to perform medical aid. Two uses: heal damage, and prevent death.
Pick an SR Level. If SR is made, heal that much. If failed, half amount failed by is additional damage done. May only be attempted once per day per target, unless rewounded.
SRL = half amount of negative con. Success: Target is at 1 con, and unconscious for days equal to amount they had been negative. Fail, they die.
For a full turn of silent, still, meditation, make a SR at a level of your choice. Recover that much WIZ.
This is a "man of the gods" but not quite in the classic D&D mold. His faith won't move mountains, but it will buff PC's. Faith, in this case, is bet represented by LK and CHA.
Clerics don't cast spells. They give blessings. A blessing has a kremm cost of 1 per 5 points of current attribute per +1. They take a save of a level 1/10 the current attribute, +1 per +1; that save is versus the lower of CHR or LK. Takes one round.
2 Kremm generates LK+CHR "TURN" points. Each extra kremm doubles that. SRL = Kremm spent.
The total TURN points are spent to force undead to flee, starting with the lowest TC, and working upwards; each turned costs its TC. If all present are turned, but TURN points remain, the extras are spent destroying undead, lowest to highest TC. Turn Costs for MR monsters are their MR; for statted monsters, TC is the sum of the highest two of INT, LK, or CON.
turned monsters must flee as per Oh, Go Away. Destroyed undead turn to dust, while destroyed demons and devils are returned to the pits of hell.
Must define "sins" for belief; each sin produces an unrecoverable block on 1d6 Kremm, for which some penance must be done (assigned by the GM) before it can be recovered. The fewer the sins, the harder the penance. A cleric with only one hard-to-commit sin should find it unrecoverable if he does it. A cleric with a faith with lots of easy sins should find it fairly easy to do penances.
This is a Chi-driven martial artist type, based upon the specialist rules. It represents the guy who can use a limited array of weapons. Think Chuck Norris in Walker-Texas Ranger, or Cane in Kung Fu I would limit it to 4 + Character level weapons. Weapon training would add to this. These guys don't generally use weapons, and when they do, they don't get to spend WZ on boosting them. WIZ recovery is same rate as wizards.
T&T is often chided for the "Side vs Side" combat mechanic. This is an attempt to reconcile that.
In general, given the 2 minute combat round, movement is a non-issue. However, it is often of use to have a movement system. For game purposes, the movement limit will be 5 feet times the lower of speed or dex. This base may be multiplied by height multipliers, at the GM's whim.
In turn, the side which won the previous round, or which has surprise, choses how movement is to be done: Us first, them first, Alternating, or Speed Order.
In Us First, one side makes all their moves, then the other side does. Them first is the same, except for who moves first.
In Alternating, the side with more moves one or more, then the side with fewer moves one. The number moved is by simple integer division: Number of movable units on your side divided by numer of movable units on theirs, dropping any remainders.
In Speed Order, the fastest characters go first, not in terms of distance, but in terms of speed. Highest speed acts first.
In any case, once in contact with the enemy, one may not break contact without a saving roll: failure is added to your opponent's combat total, 1 per point failed by; success is escape. In general, the difficulty is 1/10th the opponent's adds. Since movement isn't done simultaneously, if one is pinned by the enemy, one stands, or one may be clobbered.
Once movement is done, each cluster is a separate combat, fought as per the rules in the book. Total the whole combat only for determining which side picks movement.
The major difference is the reduction in experience costs, the notation method for skill levels, and the fact that skills no longer climb further from their base stats.
Minor differences are the addition of many of the missing elements from 5.5, like the treasure tables, the weapons lists, and the examples of combat. There is no CD; the CD alone was a worthy addition, and I think it a mistake to not have included the texts on CD. It is likely, however, to be available as an electronic product in a few months, anyway, so paitience is in order. Also gone is the tin, replaced with a slightly larger cardboard box; again, I think this a mild mistake.
The adventures are fairly typical, T&T type stuff. One solo, one GM'd.
Also gone, sadly, are the 7.0 Alt Rules by FDP. While they didn't feel very T&T to me, they were a nice set of rules.
The fact that talents are now (in 7.5) limited to 6 above the stat, and not raised, and random rolled, they are nerfed quite highly. I do not think this is a good thing. In fact, I think if fairly well jumps the shark. However, it is easily fixed.
The solution to the near-uselessness of talents is to allow them to be raised just like stats. Sicne the new notation is an addition, expressed as a plus-sign and a number, eg: "+3". Given that stat gains are 10x the stat's level, and talents start out pretty low, I'd suggest using 20x the skill level, and never more than 6x character level. Thi provides a way to raise them without going too far, and further gives character level some teeth. It also means that citizens now have a way to actually be more than just "sucky" at talents.
A book of new spells is in the 7.5 box. Some are spiff, some are WTFO??? Most are non-combat. As with 7.0, you can't affect an unwilling target who has more current kremm available than you, save to cost them kremm, equal to that spent on the spell. This means a solo wizard is always at the mercy of a more powerful wizard, at least until said wizard casts a spell. The GM has to tell them "You have a bad feeling" if the spell will fail due to target kremm being high. This also means the average warrior, who used kremm as a dump stat, is going to be subect to even nigglers and wimpy wizards who've blown their wad. Conan, and other magic resistant non-spell-users, they have high scores in Kremm.
A new book of monsters is included, along with the old book. So many more monsters defined with special abilities. Most correspond to the monster charts in the rulebook, but not all of them. Fairly useful, tho my preference always has been to use detailed monsters most of the time, or at least as bad guys.
Well, it's pretty much like the one from the computer game, but with less explanation available. It only shows major cities. In short, it's cool, but only vaguely useful. A CC2 or CC3 map would have been FAR more useful.