Survival Kit: Tunnels & Trolls v.7
Survival Kit: Tunnels & Trolls v.7
Survival Kit: Tunnels & Trolls v.7
Tunnels & Trolls v.7 1. Roll 3D6 for each of STR, CON, DEX, SPD, INT, WIZ,
LK, CHR.
3. Choose character type and kindred.
Monster Ratings
4. Roll 3D6 for gold and go shopping for gear.
MR Number of Dice 5. Pick one additional language for every INT point over
1-9 1 12.
10-19 2 6. Maximum weight carried = STR x 100 w.u. (all coins
weigh 1 w.u.)
20-29 3
30-39 4 Character Types
40-49 5 Citizen
50-59 6 Half normal combat adds for attributes
Saving Roll on INT and DEX at spell level to cast.
60-69 7 Rogue
70-79 8 Roguery Talent based on highest of INT, LK, or CHR. Use in
place of any INT, LK or CHR saving roll.
80-89 9 Start with any one 1st level spell. May not reduce spell casting
90-99 10 cost by character level.
etc. May not use magic focusing devices.
Warrior
Hits come off MR until it is zero.
Character level added to combat adds.
Add are equal to half the current MR, rounded up. Double the protection of any armour.
Number of dice remain the same, based on full MR. Wizard
INT and DEX must both be at least 10.
Missile Combat May only use 2-dice weapons.
Start with all 1st level spells.
Range DEX SR Level Able to use magic focusing devices.
Point Blank (< 1’) 1 Specialist
Specialist Mage: must have WIZ 15+
Easy (< 30’) 2 Ranger: must roll TARO for DEX with result 15+
Challenging (< 100’) 3 Leader: must roll TARO for CHR with result 15+
Difficult (< 300’) 4 Paragon
Must start with all attributes 12+
Remarkable (> 300’) 5 Double the protection of any armour.
Increase SR level for a fast moving or very small target; Start with all 1st level spells.
decrease SR level for an easy or very large target. Able to use magic focusing devices.
Unable to invent own spells until 10th level.
Saving Rolls (2D6 + Attribute)
SR Level Target Number Common Kindred Attribute Modifiers
KIN STR CON DEX INT LK CHR WIZ HT WT
1 20 Dwarf 2 2 1 1 .67 1 1 .67 2
2 25 Elf 1 .67 1 1.5 1.5 2 2 1 .67
3 30 Fairy .25 .25 2 1 2 2 2 .1 .001
4 35 Hobb .5 2 1.5 1 1.5 1 1 .5 1
5 40 Lep’n .5 1 1.5 1.5 1.5 1 1 .25 .33
6 45
7 50 Combat Adds
Fumbles: a 3 (i.e. “1” and “2”) is always a fail. -1 for every point of STR, DEX, SPD, LK under 9
Level Bonus: if SR is against a Level Attribute, +1 for every point of STR, DEX, SPD, LK over 12
then character’s level may be added to the
+1 for every character level for Warriors
dice roll. Spite Damage: 1 hit is taken for every “6” rolled by the opponent. Rule
DARO rule: Doubles Add and Roll Over applies to all combatants, and armour has no effect.
200 21 12 120 250 390 540 700 870 1050 1240 1440 1650 1870 2100
410 210 22 13 130 270 420 580 750 930 1120 1320 1530 1750 1980
630 430 220 23 14 140 290 450 620 800 990 1190 1400 1620 1850
860 660 450 230 24 15 150 310 480 660 850 1050 1260 1480 1710
1100 900 690 470 240 25 16 160 330 510 700 900 1110 1330 1560
1350 1150 940 720 490 250 26 17 170 350 540 740 950 1170 1400
1610 1410 1200 980 750 510 260 27 18 180 370 570 780 1000 1230
1880 1680 1470 1250 1020 780 530 270 28 19 190 390 600 820 1050
2160 1960 1750 1530 1300 1060 810 550 280 29 20 200 410 630 860
2450 2250 2040 1820 1590 1350 1100 840 570 290 30 21 210 430 660
2750 2550 2340 2120 1890 1650 1400 1140 870 590 300 31 22 220 450
3060 2860 2650 2430 2200 1960 1710 1450 1180 900 610 310 32 23 230
3380 3180 2970 2750 2520 2280 2030 1770 1500 1220 930 630 320 33 24
3710 3510 3300 3080 2850 2610 2360 2100 1830 1550 1260 960 650 330 34
4050 3850 3640 3420 3190 2950 2700 2440 2170 1890 1600 1300 990 670 340 35
Start on the upper or lower diagonal at your current attribute number.
From the upper diagonal, read across (then down).
From the lower diagonal, read down (then across).
Examples: To increase from 15 to 19 requires 660 AP. To increase from 23 to 28 requires 1250 AP.