Twisted Tunnels RPG: Recruiting Your Delver (Updated 28 Jun 2016)

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This post is part of the Twisted Tunnels RPG project. Jump to Index

Making characters for TTYF is quick and easy. It seems like every week that a new motley pack of lowlifes, tramps, and freebooters flocks to Base Town. Itching for a chance to explore the Twisted Tunnels for gold, glory, or the thrill of danger, there are always a few random delvers waiting to be recruited for an adventure.

As such, characters are generated using dice to determine their basic capabilities. You never know who will show up, and it’s your job to take what you get and give them a chance to excel. With skill and luck, your delvers will survive and grow.

Find your abilities

Each delver is rated in six abilities: Charisma, Constitution, Dexterity, Intelligence, Luck, and Strength. These abilities define the sum of your character’s innate ability, talent, training, and skill. Other details will round your delver out, but these are the ratings that make the game work.

  • Charisma (CHA) is your ability to sway others through leadership, glamour, and personal magnetism.
  • Constitution (CON) measures your health and endurance. When you suffer wounds, it usually comes off your CON.
  • Dexterity (DEX) measures your grace, skill, and marksmanship.
  • Intelligence (INT) is your ability with languages and lore.
  • Luck (LCK) is your measure of fortune’s favor.
  • Strength (STR) represents your muscle, stamina, haul capacity, and spell power.

Roll two dice (normal six-siders), and subtract the smaller number from the bigger one. This will give you a number ranging from 0–5. Assign this number to any ability, and repeat this roll for each ability.

Sidebar: Heritage and background

If you want to flesh your character out a little further before your first delve, you can use the optional rules for heritage and background presented in the Elaborations section further on (page XX). The method here generates human delvers whose past is unknown to us when play begins, which suits the peril they face: We don’t know if they’ll even survive their first foray into the Twisted Tunnels. If they do, you may choose an appropriate background and heritage then, after they have earned the honor of something more than an unmarked grave.

Choose your Craft

Next, decide the delver’s Craft. Your Craft represents your area of expertise, whether it’s fighting, magic, or miscellaneous.

If Strength is your highest ability, you may want to play a warrior. If your highest ability is Intelligence, you might prefer a warlock. If Luck is your forte, you may wish to play a rogue. Or you might prefer to invert these tropes, playing a serendipitous warlock, a cunning warrior, or a brawny rogue—or something else entirely. You can assign any Craft to any character you want, with the exception of the warlock, who must have at least 2 Intelligence.

Secondary traits

The six abilities give rise to a few other traits that may be decisive in your adventures.

Combat dice
Your Combat dice represent your overall fighting ability, based on your DEX, LCK, and STR, according to your Craft.
If your ratings change for any reason, always figure your Combat dice based on your current DEX, LCK, and STR ratings.
Power
Power measures your delver’s supply of stamina and tolerance for exertion. Your Power is depleted whenever you do something stenuous, like casting a spell or climbing a cliff. At the beginning of each adventure, and any time you take a rest, roll 2d6 (DARO) + STR, and take the new result if it’s higher than your current Power.
Languages
Every delver knows the common trade tongue, but knowing other languages may give you an edge when faced with secret societies, alien cultures, and intelligent creatures who roam the Twisted Tunnels. You may know a number of additional languages equal to your INT rating.
When you speak with an intelligent creature in its own tongue, you can make offers and broker deals with the creature.
Coins
Most delvers begin play with a little scratch to outfit themselves for their first delve into the Twisted Tunnels. If your referee is giving you Quick Adventure Gear for New Delvers, you’ll be taken care of later. Otherwise, roll 3d6 and multiply the result by 10—that’s how many coins you had when you reached the outpost where you begin your adventures.

How much can you carry?

Delvers have great big packs with plenty of straps, pockets, hooks, and pouches for hauling around supplies and loot. They are strong enough to carry around some adventuring gear and treasure without becoming burdened. The main thing you’ll need to keep track of are Heavy items.

Count 1 Haul for each Heavy item your are holding, and add 2 for each Very Heavy item. If you pack too much stuff, your backpack might count as a Heavy item by itself.

You can normally carry a Haul no greater than your Strength rating (or your current Power, if it’s lower). If you carry more than that, you are overloaded and slow-moving. The referee may levy a Power cost if you do anything strenuous when you are overloaded. When you suffer a calamity while overloaded, add one step to the Dungeon Level and make your Saving Roll.

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