TNT House Rules and Cheatsheet
TNT Character Type: Mystic
TNT Character Type: The Huntsman (and TNT Traps)
TNT Character Type: War Dogs (and Caves & Canines Hack)
TNT Character Type: Warlord
TNT Character Subtypes: Paladin, Eldritch Knight, Ace
Mechs & Monstrosities Hack
M&M: Mechs
Dueling Minigame
Berserker (Warrior Subtype)
Harder-hitting warriors, but less resilient.
- Do not gain armor bonuses from wearing body armor, helmet, shield, gloves, etc.
- Rage: Once activated, lasts 1d4 turns. Counts as a free action (can move, attack, or do other things the same round as raging). Add +1d6 combat dice per barbarian level to combat rolls, but take 1d6 damage at the end of the rage (ignores armor).
Cleric (Wizard Subtype)
Can cast "divine" spells at no cost, but with longer cast-times.
- Cleric spells do not cost WIZ.
- Cleric spells require praying for spell level - WIZ level number of turns (minimum 1).
- If the party (if in group combat) or the cleric takes combat damage, there is a 1 in 4 chance that the cleric spell will be interrupted.
- Powering up spells increases duration rather than WIZ cost.
- Unlike wizard spells, cleric spells resolve last in combat.
- Can only cast divine spells (see examples).
- Do not subtract cleric level from WIZ cost / duration.
- No benefits of wizard focus.
- Example Spells:
- Detect Magic --> Detect Divine (holy/unholy)
- It's Elementary --> Holy Water, Divine Light
- Oh Go Away --> Turn Undead (powerup increases duration geometrically)
- Will O' Wisp --> Divine light rather than blue light
- Poor Baby --> Can be cast as level 1 spell. Powerup increases quantity linearly OR increases range (touch -> close -> short -> medium -> long).
- etc...
Bard (Rogue Subtype)
Limited talent versatility compared to Rogue. Better spellcaster, but less flexible (in combat takes a turn to switch from casting to fighting).
- At least one talent must be presentation-oriented (music, acting, singing, dancing, etc.).
- Can use a presentation tool as a wizard-like focus for spellcasting (e.g. instrument, prop).
- During combat, takes one turn to switch between a performance (spellcasting) and regular combat attacks.
Mystic (Rogue Subtype)
A simpler version of my Mystic Type as a Rogue Subtype. The ability to optimize for mental attributes and the tank-like CON/WIZ ability is offset by increased spell cost and limited unarmed / mystic focus damage.
- Use mental attributes for combat adds when fighting unarmed or with mystic focus weapons (IQ, WIZ, CHA, LK).
- Mystic focus weapons do not provide any other benefits.
- Spells cost 1.5x WIZ to cast.
- Body and Mind are one: CON and WIZ are interchangeable for taking damage and casting mystic spells.
- Can fight unarmed or with mystic focus weapons with (1d6 * STR Multiplier) + 1d6 + combat adds.
- For human characters, this would mean 2d6 + combat adds
- This is the same as the Martial Arts rules in TNT Deluxe but with an additional 1d6
A simpler version of my Huntsman Type as a Warrior Subtype. Sort of like a more combat-oriented rogue or dungeoneer.
- Gain warrior combat dice only on surprise attacks or ranged attacks while hidden.
- Cannot wear metal or other heavy armor (or else lose other huntsman abilities).
- Gain one of the following as a bonus talent: trap-making, trap-setting, hunting, tracking, lumberjacking, survivalism
Artificer (Wizard Subtype)
Less flexible than a wizard, but arguably longer-lasting. Additionally, depending on what kind of spells are imbued in what kinds of items, they can be made to be more warrior-like.
- Can imbue items with spells.
- Imbued spells do not cost WIZ to cast.
- Only Artificers can cast imbued spells.
- Can only imbue spells of artificer-level or lower.
- Takes spell-level hours to imbue an item.
- Must roll SR Luck for wear & tear after each casting of imbued spell.
- Artificer's WIZ is reduced by the WIZ cost of the spell plus spell-level until the imbued item is destroyed or discarded. If the imbued item is later retrieved / put to use, the WIZ reduction re-applies.
- Discarded means nobody in the party has access to it. If you give it to a party-member it still affects your WIZ.
- An item can only be imbued with one spell at a time.
- Cannot cast spells.
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