Wil's House Rules for
Tunnels and Trolls

Note: MSPE aka Mercenaries, Spies, and Private Eyes and T&T aka Tunnels and Trolls are Flying Buffalo Inc's trademarks for their fantasy roleplaying games, and their use here is not to be considered as challenge to these trademarks. You can find their web site at www.flyingbuffalo.com.

Standards and Assumptions

Until I get notified about T&T 6'th ed being available, I will continue to base things upon T&T 5th ed, which I have both a 5x8 and 8x11 inch copy of; I know some of my players will also have one of these.

Characters

I will be using a Power (Pow) attribute. It will have a x1 for all kindreds of PC elligible races. Some of the monster races in section 2.41.2 and 3.6 may be available to the right player.

Leprechauns have a Speed multiplier of 1/2 when walking.
Fairy speed is flying; walking is 1/10 of flying speed. (Again, nothing so useless as a walking fairy.)

Skills

Essentially, I've cribbed and modified the following skill list from MSPE, and simplified the methods I'm using from there; I am however modifying the methods of acquisition.

Starting Skill Slots total 6. Languages use the methods in part 3, not skill slots, although skill slots may be spent if the character has too low an IQ for extra languages, altho these are limited to level 1, and cover only a pidgeon. Additional slots may be acquired as a level benefit; slots as a level benefit have a times one multiplier. Rogues get 1 skill slot per level as a class benefit.

The first level of a skill will usually cost one point, the second level 2 more (total 3), the third 4 more (total 7), etc. See the following table for skill levels and slot costs by point cost of the first level. Additional levels also raise all the requirements by 1 each above the listed.

Skills can also be raised with experience. For each critical use of the skill, one "Skill Tally" is accrued. 10 such tallies can be converted to one skill slot for the skill they are acquired in only. This is slow, and MAY BE COMBINED WITH ADDITIONAL SLOTS. Using a slot towards a skill requires a minimum of 1 week of training per slot, actually levelling up a skill requires as many months of training as the level to which the skill is being raised.
 
Costs for skills of various costs and levels, in slots
Type (by base cost)
Level1pt2pt3pt4pt
11234
236912
37142128
415304560
5316293124
663126189252
7127254383510
82555107651020
9511102215332044
101023204630694092

Monsters

I have always assumed that the MR of a monster is for unarmed combat. I have always preferred the option of "Combat and Constitutional MR's", so I will be using this option as I see fit. Also, since I assume the MR based dice are from unarmed combat, monsters using weapons get the greater of their dice or the weapon's dice plus adds. Personalized monsters may be used in specific cases.

Living Dangerously

When a character runs him/herself out of Pow, they need to make a SR vs Con at a level of the ammount they went under, and then the overflow goes to con; if they fail, the overflow plus the difference between the roll and the required roll is taken to con.

Should one drain strength, treat it the same way... except that it is always a level 1 SR vs CURRENT Con.
 

Beyond Death

I allow you to not die at 0 or below current CON... so long as you don't go more in the hole than you base con, you might live. THere are three ways to save someone: first aid, potent magic, and their own raw natural luck. The character will continue to drop one point further per round until either he dies, or makes one of these rolls.

In case it wasn't obvious, I hate killing PC's.

First Aid
This requires an SR vs Int, level is the ammount negative the character's con went. Medics divide this by 5, and Doctors by 10.
Potent Magic
Certain high level spells can cheat death. Poor Baby won't help someone who's current con is 0 or lower. Healing Feeling will NOT guarantee survival, but if cast within one round of death, will give a bonus to first aid or raw luck.

The bonus from Healing Feeling is to increase the divisor by 2 (Unskilled divides overkill by 3, medics by 7, and doctors by 12).
Raw Luck
Make a SR vs Luck, difficulty equals ammount negative, or half ammount negative if under the benefice of a Healing Feeling for death

Experience

I will be using the MR/Players per player, remainders to PC most vital to defeat. Saving rolls will be roll times level, succeed or fail.

Leveling Up Options

A: x1 to Strength
B: x1/2 to IQ *
C: x2 to Luck *
D: x1 to Con
E: x1/2 to Dex *
F: x1/2 to Cha *
G: x1/2 to Str and x1/2 to Con
H: x2 to Pow *
I: x1 to Pow and x1/2 to Con
J: x1 to Skill Slots
K: +1 to Speed *
L: x1/2 to Skill Slots and x1/2 to Con
* indicates that this option may be taken while in a dungeon.

Using Skills

Skills can be broken into several categories.
Reduces SR Levels
These skills reduce the level of an SR that is called for by their level, to a minimum SR of level 1.
Melee Weapon Skills
These skills all give a bonus to personal adds for the weapons covered. In addition, if you do not have level 1 in the weapon skill, you get NO personal adds for that weapon, or if your adds are zero or negative, lose 1 die from the weapon. Note that unarmed combat is not a weapon skill, and one is assumed to be skilled enough unarmed to get the 1d plus adds.
Missile Weapons Skills
These reduce the SR to hit, and increase the adds on a hit. No penalty for lacking skill, but roll a level 0 SR each use to avoid damaging or dropping the weapon.
Specials
specials have various special rules. They will be detailed individually.
Skill IQ Pts Type and/or notes
Berserker IQ1-8
IQ9-15
0
1
Allows one to use the berzerker Combat rules
Occupation* IQ2 1 any particular occupation not covered by some other skill.
Bows IQ4  1 missile weapon skill
Brawling IQ4 1 gives luck SR 3 to avoid injury in a given combat round; never less than SR1. Only works if no weapons of more than 2d are in use. Also serves as weapon skill for fist weapons.
climbing IQ4 DX6 1 covers climbing trees, non-sheer surfacees, etc.
Crossbows IQ4 1 missile weapon skill
Games* IQ4 1 any particular game of choice.
Hafted Weapons IQ4 1 melee weapon skill
Knives IQ4 1 melee weapon skill
Lores* IQ4 1 Each lore has a score. When acquired, a lore gets a score rolled on 3 dice (but not exceeding the IQ of the character). Upon leveling up the skill, an additional die is gained.
Pole Weapons IQ4 1 melee weapon skill
Pugilism IQ4 1 increases dice for unarmed combat by level
Riding IQ4 Taken separately for each type of critter; Riding Elephant includes skill with ankus.
Spears IQ4 1 melee weapon skill
Sports* IQ4 1 Any particular sport of choice.
Streetfighting IQ4 1 increases either unarmed adds or armor value versus blunt weapons and unarmed combat.
Swords IQ4 1 melee weapon skill
Thrown Knives IQ4 1 melee weapon skill
Blowpipe IQ6 1 Missile Weapon skill for blowpipes.
Bola IQ6 1 missile weapon skill
Bullwhip IQ6 1 weapon skill
Carter IQ6 1 Allows driving carts.
Darts IQ6 1 Missile Weapon Skill for Darts, Shurieken.
lariat IQ6 1 weapon skill
Shield IQ6 1 Adds to AV of shield and to adds of shields used as weapons. As a wepaon, unskilled use grants one less die of damage.
Sling IQ6 1 Missile Weapons Skill for sling and staff sling.
Staff IQ6 1 melee weapon skill.
Tracking IQ6 1 follow a creature by it's tracks
Trailing IQ6 1 follow a creature by keeping it in sight without being noticed.
two weaponsIQ6 DX121allows one to use two weapons for a combat total. Combat total will be the sum of both weapons, plus personal adds. At level 1, the second weapon must be a dagger. At level 2, it must be smaller than the primary weapon. At level three, it may be identical number of dice, but not having more adds on the weapon. There is no point to level 4 or higher.
Mountaineering IQ8 1 Skill covering climbing using tools.
Style IQ8 1 skill covering clothing, proper behaviour, etc.
Acrobatics IQ10 1 All kinds of acrobatics
Bureaucracy IQ10 1 Dealings with bureaucracies
Confidence IQ10 1 Performing scams, fast-talking, and the like.
Demolitions IQ10 1 blowing things up.
Diplomacy IQ10 1 defusing situations, making treaties.
Elocution IQ10 1 talking with style.
Gambling IQ10 1 knowing how to compute odds, make bets, and succeed at making money off of games of skill &/or chance.
Gunnes IQ10 1 missile weapon skill
Leadership IQ10 1 leading people.
Lock Picking IQ10 1 picking locks, cracking safes
Martial Art* IQ10 & Spl. 3 Level is dice unarmed, bonus to adds while unarmed, bonus to speed when attacking and AV versus unarmed attacks. IQ 10, Dx 10 and St 10 required for level 1. Each additional level increases the requirement for all three, but excess IQ can be applied at half value towards meeting strength minimums for the level. May also be taken as a 2 point skill for a given weapon, in which case the St and Dex requirements are those of the weapon, and the level is added to the weapon (but not more than doubling it's dice), and the adds, and providing additional av when armed with that weapon (parrying).
Seduction IQ10, CH10 1 getting people to do what you want by use of sexuality.
Silent move IQ10 1 Moving without being noticed. Also covers hiding in shadows.
Smithing* IQ10 1 Choices: Blacksmith, Whitesmith, leathersmith, Woodsmith. Covers making and repairing appropriate things.
Survival* IQ10 1 Ability to find food/shelter/water and avoid dangers. Fields are: Forest, Swamp, Desert, Jungle, Arctic, Mountain, Urban, Village.
Research IQ11 1 Ability to find information from a large body of sources.
Armorer IQ12 1 Smithing skill for making weapons and armor. Prerequisite of at least one other smithing skill.
Disguise IQ12 1 ability to make yourself look unlike yourself.
Forgery IQ12 1 ability to fake documents.
Medic IQ12  2 Allows keeping someone from dying from being at or below 0 con remaining. SR level is equal to 2+(Overkill/5)-(Medic Level), plus rounds they have been at or below 0 Con. If failed, the poor sot dies unless a doctor attends to them.
Observation IQ12 1 ability to notice things
Secret ID IQ12 2 each level is a separate alternate ID you can maintain without real effort in between adventures. All advantages need to be specified as to which ID they belong to.
Sleight of Hand IQ12 DX12 1 Picking pockets, putting things into pockets, palming objects, etc.
Boating IQ14 1 skill at handling a rowed ship or boat.
Gunnesmith IQ14 DX12
Blacksmith
2 Skill at crafting Gunnes.
Lawyer IQ14  2 Skill at persuading judges and/or juries. Does not include Law Lore.
Sailing IQ14 1 Skill at handling a sailing ship
Cryptology IQ16 2 skill at ecnrypting or decrypting messages.
Doctor IQ16 4 Does not need medic. Allows keeping someone from dying from being at or below 0 con remaining. SR level is equal to 2+(Overkill/10)-(Doctor Level), plus rounds they have been at or below 0 Con. If failed, the poor sot dies. Also allows tending a character while they heal so that they heal the doctors level per day in addition. Can also be used to treat poisons and diseases.
Poisons IQ16 2 skill at dealing with poisons: making, distilling, and treating. Any idiot can use a poison once shown how; poison skill also lets you figure out how to use ones you've never encountered.

New Spells!

 

Level 0 Spells

All level 0 spells require Int 10. Level 0 spells cost 100gp to learn from the guild, but may be obtained as holdovers from apprenticeship with the GM's permission.
Name Description Strength 
Cost
Range
Twidget Creates a glowing hand, bright enough to be seen clearly in whatever the current lighting is, but not bright enough to read by, which has a speed of 1" per second, a Strength of 1, a Luck of 0, and a dex which is the lower of 10 or the caster's dex, and lasts 1 round. The hand can do nothing while the caster cannot see it. The caster gets no sensation from the hand, nor can the hand provide any information to the caster. 3 per 
round
Caster's 
Int

New Races

 

Groxnar

Groxnar are four-armed, grey skinned,throughly polite race of upright bipeds. They have luxrious hair and beards, but none above the level of the ears. The groxnar language is a distant corruption of Trollish (level 4 SR vs IQ to understand them if you speak Trollish) called Krremm. While they are incredibly polite, any breach of ettiquette will either be met with "I'm a Groxnar, [insert expletive of choice here]", or with the flash of steel. All groxnars MUST have a sword. They will duel over anything that the opponent is willing to duel over. Groxnar Wizards are unheard of (although they can be Warrior Wizards or rogues). Groxnar tend also to be very literal, or at least direct in what they say and interpret.

Groxnar culture is evolved along the lines of a duelling society; all laws are enforced by the duel. Someone who won't duel to clear his/her/it's name is usually branded with a broken sword mark, and will be shunned by groxnar everywhere. A lord or Noble holds his title until someone of lesser rank challenges him to it and then defeats him in single combat; it helps if the groxnar lives to confirm he's been bested. Groxnar also adhere to a strong code of honesty... they will never lie, although they will maliciously withhold information if they feel the other party is not honorable. They also have a cultural custom of choosing names that are expletives in other languages. Groxnar have no cultural opposition to inter-species marriages, polyandry, polygamy, or halfbreeds, although groxnar weddings require the groom to best the bride's father, the bride to best the Groom's mother, and also either one must best any co-spouses to establish dominance and worthiness.

Groxnar do not recognize any law besides that which can be negated by challenging the issuer to a duel. No single duel may ever resolve more than one issue. Groxnar prefer to duel until their con is 1/5th it's normal, then  they will yield.

StrDexConIQLucChaPowSpdHtWt
x3/2x3/2x3/2x1/2x3/4x1/2x1 *x1x5/4x5/3

* Int was originally x1, and Pow was originally 1/5, changed per request of Ken St. Andre. Ken also dubbed their language Kremm. I'm not gonna argue with the Game's Designer! Who, BTW, has permission to use anything he sees fit from this file provided I get a line of credit/blame/recognition in the credits listing of whatever it should appear in.