Skills in Tunnels and Trolls
Edited by Brian Penn
"T&T and Tunnels & Trolls are trademarks of Flying Buffalo Inc, and use of them is not challenging this trademark in any way. Nothing in this website is officially approved T&T material."
Editor’s Note: Horror of horrors, another abomination added to Tunnels and Trolls! The word “skill” should not be thought of as the dirty five-letter word. If used properly, skills should enhance character development. Your average warrior becomes something more, perhaps a smith wandering the world for mithril or a wandering bard using his songs and stories as currency. Generally, their skills or lack of skills should limit no character.
This is not a unique interpretation on anyone’s part. It is just a compellation of ideas directly or indirectly discussed in public forums and private conversations. As such I claim no copy writes. Anyone with a good understanding of Tunnels and Trolls rules should find the conclusions stated here obvious (they may not agree, but that is a completely different argument).
All characters start with number of skill points is equal to 3d6 TARO plus the character’s Intelligence bonus. These points are assigned to any number of skills including all known languages (so do not forget to include a native language). It is recommended to have no more than three skills and/or languages.
In most cases not having a skill does not mean the activity is impossible. Skills just make the related activities easier to perform.
When making a saving roll, the character may apply any appropriate skill as a bonus to the saving roll’s base attribute. If a saving roll depends on knowing a particular skill, then the skill becomes the saving roll’s base attribute.
Note: The skill must fit the situation i.e. One cannot use a Stealth skill as a Dexterity bonus to pick locks (as always a GM has the final ruling).
Skills may be increased or gained in any of the following ways.
1) Level Increase: Each time a character raises a level, the character gains a number of skill points equal to the new level. These additional points may be added to any combination of existing skills.
2) Role-playing: The character may enlist the aid of a teacher to teach a new skill or enhance an existing skill. Or the character may spend time in a library or reading a detailed reference book.
3) Self-Taught: Use an attribute bonus to gain a new skill. One bonus attribute point equals one skill point.
Acrobatics |
Jumping, tumbling, exceptional balancing |
Armorer |
Smithing weapons and armor. Requires at least one other smithing/craft skill (for manipulating the base material) |
Axes |
Fighting with axes and picks |
Bows |
Using bows |
Brawling |
Fighting using natural weapons: claws, teeth, fists, feet, head butting, etc. |
Bureaucracy |
Dealing with people and paperwork in a professional manner. |
Climbing |
Climbing surfaces without rope and/or pitons |
Crossbows |
Using crossbows |
Daggers |
Fighting using a short blade, under 2 feet long |
Doctor |
Requires Healing/Medic. Treat the wounded/diseased and prevent complications. Doubles the natural healing rate. |
Fast Talk |
Convincing/motivating others to do what you want by force of will alone |
Flails |
Fighting using a chain or rope weapon. |
Healing/Medic |
Providing first aid to the wounded (stops bleeding and may heal up to 10% of any single wound) |
Herbal Lore |
Identifying and preparing herbs for use. |
Maces |
Fighting with a mace or club |
Mountain Lore |
Survival in the mountains includes recognizing local flora and fauna |
Oratory |
Convincing/motivating group of people to do what you want by persuasion |
Plains Lore |
Survival in grasslands includes recognizing local flora and fauna |
Poison Lore |
Identifying and preparing poisons and antidotes |
Pole Arms |
Fighting using exceptionally long hafts with a cutting / impaling edged weapon mounted at one end |
Sailing |
Sailing a ship, handling rigging, and basic knot tying |
Scaling |
Climbing surfaces with rope and/or pitons |
Shadowing/ Trailing |
Following something without being noticed |
Shields |
Using a wide surface defensively and offensively |
Smithing |
Basic construction of a items using a single material: Blacksmith, Whitesmith, Tanner, Carpenter, Redsmith, Weaver, Silversmith, Goldsmith, Jeweler, etc. |
Staffs |
Fighting using a long blunt hafted weapon where either end is a striking surface |
Stealth |
Being sneaky, using cover to remain hidden and moving quietly |
Swords |
Fighting with long blades, over 2 feet long |
Throwing [Weapon] |
Throwing a specified weapon. It must be well balanced to stand much of a chance at seriously harming anything. |
Tracking |
Following the tracks left by a passing being. |
Woods Lore |
Survival in forests includes recognizing local flora and fauna |