Type: Barbarian

Posted in Character Types on January 8, 2010 by Nerzenjäger

He’s generally handled in the same way as the 6th edition warrior, with the following differences:

– A person of great endurance, his prime attribute is CN
– Being a child of the wilderlands, he never wears armour except for loincloth and fur he already posesses in order to stay agile like an animal; it has an armour rating of 2
– Different to the warrior, he is a being of such brute power, that he can wield a two-hand weapon in one hand and a one-hand weapon or a shield in the other one (or two one-hand weapons or even two shields if he’s more into defensive tactics). To ensure his toughness grants the use of two weapons, you have to check the ST and DX dependencies of both weapons/shields and take the highest value in each dependency.
– Barbarians despise modern technology like black powder gunnes because of their complexity and low reliability. They will never use any other ranged weapon than the bow (yup, they even despise crossbows) because in their opinion it is the perfect hunting tool. When using any sort of bow they lose one less die when firing at distant targets, just like elfs. However, as elven barbarians are a rarity, this advantage is not cumulative.
– Like the warrior, the barbarian has a natural armour rating in addition to his armour already worn. Different to the warrior though, years of wilderness survival have sharpened his senses even more, thus his natural armour is his current level +2


Type: Marksman

Posted in Character Types on December 2, 2009 by Nerzenjäger

T&T has a very intriguing premise when it comes to character classes: you have a handful very basic ones you can choose of and should let your imagination do the rest. This means a warrior could be anything, just interpret the type however you want. It could be a cavalier, knight, pirate or whatever fits. For all those who crave for more specified types, this section is devoted to individual character types for the Mythical 6th edition. Enjoy!

As the name suggests, the marksman is a warrior specialized in ranged combat. As always in T&T, the label should be understood as rather abstract, thus a marksman can be an archer, a rifleman, a hunter or even a cannoneer, if you’re aiming for the more exotic niche.

The marksman is handled in the same way as the warrior, but with the following differences:

– Marksmen are masters of their craft, with their eagle eyes, they never lose more than two dice when firing at a target. Henceforth any saving roll involving sight is reduced by one level in difficulty.
– It requires skill to use a ranged weapon with such a proficiency; their prime attribute is DEX amongst two others to be chosen by the player
– Since marksmen are trained in ranged combat, they can’t use two close combat weapons nor two-handed close combat weapons.
– Marksmen can only make use of their warrior combat add bonus in ranged combat, in close combat, they can only use their natural adds
– Unlike the warrior, they gain their weapon proficiency immediately, not on level 4. Though it has to be for a ranged weapon.

On mounted combat and mounts

Posted in Drivel on November 1, 2009 by Nerzenjäger

As an addition to my last post on mounted combat, I strongly recommend Toad-Killer-Dog’s own take on riding and mounted combat. Not only has he written up some very interesting bits on mounted manoeuvres, but also an extensive list of possible mounts for your campaign. I am eager to combine his ideas with mine and this alone shows what the very essence of T&T’s rules is: add something new, stir it up till it fits your needs.

Mounted combat

Posted in House Rules on October 28, 2009 by Nerzenjäger

There is a time when delvers are not only going to demand horses (or any other mount) for the sole purpose of transport from A to B, but to actually use them in combat. I’m sure many referees already encountered situations when part of the players’ plans was to use their mounts as an advantage over enemy infantry. There have surely been many attempts to recreate mounted combat for T&T, nonetheless I hope my version I came up with lately is of any use to someone as I tried to keep it fairly simple and comprehensible.

Mounted combat
When riding a mount, a character and his mount count as one when damage is divided evenly amongst the party members. This symbolizes the advantage of height, that usually comes with riding a mount. If both the character and his mount wear armour it has to be substracted from the damage total they both receive. What goes through has to be evenly divided amongst the rider and his mount. If you use the optional spite damage rules, only the character receives spite damage, since the foe is looking for that small gap in the character’s defense or armour. In addition to his own damage total, the rider also deals his mount’s adds as damage.

Mounts and direct damage
Wizards with spells that inflict direct damage or archers/gunners with long-range weapons can choose to directly attack mounts, while leaving its rider unharmed. In this case, even the spite damage goes only on the mount.

Falling from a mount
Many circumstances can lead to the rider falling from his mount. We assume, that it’s because his mount gets killed. Falling from a mount is a very hurtful and unpleasent thing, hence the rider receives 1d6 of damage without any armour substraction. Not only is his armour of no help to him at all, more than that it can cause an even more dangerous injury because of its weight. For each full 10 points of armour the rider wears he gets +1 damage to the falling damage roll. Now that can hurt plenty!

Mounts and lances
When using a lance as a weapon on a mount, double the weapon damage in the first combat round as you’re charging. If you’re using it further after that without the initial advantage of charging, you have to half your adds as it is such an unhandy weapon. To avoid this, you can make a L1SR on Speed to loosen yourself from combat for one combat round – certainly this also means that you’re not dealing nor receiving any damage and abandon your other party members – so you can return into combat charging the next round. You may also throw your lance away or, if it’s made of wood, break it after the first combat round and try to draw a secondary weapon.

Type: Lance (steel)
Dependencies: ST15|DX10
Weapon damage: 10d6+10
Range: 4 meters

Type: Lance (wood)
Dependencies: ST13|DX10
Weapon damage: 8d6+7
Range: 4 meters
Effects: If you’re charging as described above, the wooden lance breaks and is rendered useless now that you’ve taken advantage of its doubled damage

Nerzenjäger’s Armoury #2 – TTYFEL

Posted in Equipment on October 27, 2009 by Nerzenjäger

This column features weapons and armour of different kinds, magical or non-magical, my players got as loot in my ongoing Mythical 6th campaign. Many of them I had to “invent” ad hoc, still, there are some creations I think have a very unique feel to them and might grant you an insight on how T&T is played over here in the old world.

The “Take that you fiend!-Execution Lance” – or in its common abbreviation “TTYFEL” – is a sword of great magic power. While it doesn’t deal that much of non-magical damage, there’s still the possibility that this demon sword unleashes a TTYF of random grade at the enemy.

Type: 1-hand sword
Weapon damage:
Dependencies: ST20|DX15
Worth: 2000 gold-pieces
Effects: Each time you deal damage with the TTYFEL roll another d6 seperately. If you roll a six, the TTYFEL deals a level 1 TTYF. Roll again. If you happen to roll another six, the TTYF gets powered up a level. Repeat this for as long as you roll sixes and add the TTYF-damage to your total damage.
Quote: “Ha! Look, his sword’s on fire, seems he can’t control it! Uh-oh…”

Nerzenjäger’s Armoury #1 – The Talking Shield

Posted in Equipment on October 22, 2009 by Nerzenjäger

This column features weapons and armour of different kinds, magical or non-magical, my players got as loot in my ongoing Mythical 6th campaign. Many of them I had to “invent” ad hoc, still, there are some creations I think have a very unique feel to them and might grant you an insight on how T&T is played over here in the old world.

The Talking Shield
A typical round shield at first sight, it actually is an armour with a soul. The Talking Shield is the ghost of an ancient warlord banned into a shield by an unknown evil wizard. The shield has a mouth that is usually shut when not in combat, though its master can try talking to it and make use of its unparalleled wisdom.

Type: Shield
Armour rating:
Dependencies: ST10|DX8|CH10
Worth: 35d6 gold-pieces
Effects: Each time The Talking Shield absorbs damage, you can try to cajole it into absorbing double its armour rating by making a successful L1SR on Charisma.
Quote: “Ouch! Dammit, that sword was rusty, master!”

Simple alignment system

Posted in House Rules on October 22, 2009 by Nerzenjäger

I’m aware that an alignment system in the tradition of D&D is not of everyone’s taste, especially to many T&T-players as seen in my original thread at the Trollbridge. But sometimes, when a SR on Charisma isn’t enough to measure the compatibility of two or more individuals, you gotta make something up. This is what I came up with some months ago, I use it rather rarely myself, but from time to time it proved somewhat useful.

Simple alignment system
Each character belongs to one of the following three alignments
Lawful / Neutral / Chaotic

Lawful: Characters of this alignment abide to common social laws or those of the region they currently reside in. Certainly it could also be their cult, guild or master whose rules they follow. The strict determination to one law can be a source of conflict with another form of law. Wizards are most likely to be of a lawful nature.

Neutral: Neutral characters try to stay out of trouble with any party or fraction involved. Though they might not agree upon any of their views, they hold a passive role. A neutral character really has to be pushed for his fury to be unleashed or, if they are confronted verbally, to readily reveal his goals. Many warriors tend to be neutral.

Chaotic: Revolutionary ideas come from characters who oppose or at least question their surroundings. Characters of this alignment aren’t necessarily loners but they often follow their own plan at all cost even if they are part of a fellowship. It is part of their nature to dismiss laws who stand in the way of their goals. Rogues often classify as chaotic characters.

If roleplay is not enough to justify the opinion or reaction of an opponent, there is always the possibility to make an alignment-check. This is done by making a L1SR on Charisma and adjusting the Level according to how far the opponents alignment strays away from the character’s. Consult the following chart to determine the Level of the SR:

Alignm. / Chaotic / Neutral / Lawful
Lawful / +2L / +1L / +0L
Neutral / +1L / +0L / +1L
Chaotic / +0L / +1L / +2L

If you wish to add more depth to this system, the current state of the opponent can be taken in account and adjusted by following merits:

State / Adjustment
Friendly / -1L
Neutral / +/-0L
Cautious / +1L
Hostile / +2L

If the Level falls below a L1SR, you can add another dice for each Level you are below L1 to your roll. These additional dice are added separately after determination if the SR was an automatic failure and of course don’t generate doubles.