Twisted Tunnels β7, revision 20190810.01
Twisted Tunnels β7, revision 20190810.01
Twisted Tunnels β7, revision 20190810.01
20190810.01
Twisted Tunnels, β7
The Phoenix Apocryphon
by John Stephens
A deadly game of madcap dungeon demolition following the wicked
footsteps of Ken St. Andre
1 Character Creation
CHARACTER CREATION
Maverick d66 Specialty
Mavericks are cunning jacks-of-all-trades who can use
4.4 Musician
both weapons and magic.
4.5 Noble
1.4 Gear up
4.6 Occultist
Name two personal items: one common item from your
homeland, and one mundane item from the Twisted Tunnels. 5.1 Poisoner
These items are not noticeably valuable or magical, but they are
special to you. Tell us why. 5.2 Priest/ess
You also get a backpack, your traveling clothes, and any
common items you want to carry. If you want any uncommon or 5.3 Prisoner
rare items, ask the referee.
5.4 Scribe
Roll 3d6—that’s how many pocket coins you have.
Silver-tongued
Weariness, weight, and speed 5.5
Devil
You may suffer weariness from casting spells, dodging, or other 5.6 Sleight of Hand
mishaps.
Add up your weariness and gear: Count one weight for 6.1 Survivalist
each item. Heavy items count double, and Very Heavy items
count triple. A bundle of small items counts as one weight. This 6.2 Theorist
is your load.
6.3 Tinkering
When your total load is no greater than your Strength, you
are fast and nimble. 6.4 Tracking
When your load is higher than 10 + your Strength, you are
slow and clumsy: You can’t cast any spells and you automatically 6.5 Trailcraft
fail any saving roll until you recover some strength or put
something down. 6.6 Veteran
The referee or players may
1.5 Heir/ess suggest other skills more
suited to the kind of
Let’s face it: Most delvers never return from the Twisted adventures you wish to play.
Tunnels. Name an heir or heiress. Your heir or heiress stands to
inherit all your worldly goods, including your cut of any maps
or treasure from your final run, should your delver depart this
life.
1.6 Warrior
1.7 Warlock
You have two extra skills called Esper Lore and Fighting. Set
Esper Lore equal to your Intelligence. Your Fighting skill gets
one die.
You start with all nine apprentice spells. You can buy new
spells from the Cabal.
When you cast a spell while holding a magical device, the
weariness you gain is reduced by half. You can spend style
points while holding a device to reduce your weariness.
Subtract the dungeon level from your weariness for each style
point you spend this way.
Your fighting skills may never be rated higher your
Dexterity or Strength, whichever is lower.
1.8 Maverick
GEAR
2 Gear
Dangerous Rare
If you handle the item in a carefree, It’s very hard to come by, counting as 3
frivolous fashion, or fail a saving roll, picks when equipping a new delver.
someone might get hurt. It might be you!
Uncommon
Heavy It’s hard to come by, counting as 2 picks
The item is hefty or bulky, counting as 2 when equipping a new delver.
items for carrying purposes.
Very Heavy
The item is especially hefty or bulky,
counting as 3 items for carrying purposes.
Boots, knee-high 10
Boots, calf-high 5
Butterfly net 5
Disguise kit, 1 use 20 Uncommon. A purse with putty, make-up, fake hair, etc.
Lantern 20
Magical device 100 Rare. A silver dagger, an hourglass, an orb, a staff, or a wand.
Rare. Some monsters can be tamed with treats even if you don’t
“Monster” treats 20
speak their language.
Piton hammer 5
Ritual candles, × 20 1
Shovel 10 Heavy
Torches, × 10 1
Traveling clothes, backpack 5 Soft-soled shoes, warm clothing, cloak, and bedroll.
Whistle 10
GEAR
Item Cost Notes
Rare, dangerous. Eats through almost any substance over about 1
Zeewieric acid, vial, 1 use 20
hour.
Weapons and armor may
2.2 Weapons have additional tags, as
follows:
Typical price in coins is shown in parentheses.
Buster
Light (10) When you hit an
Examples: Bagh naka, dagger, hand axe, katana, nunchuks, one- enemy, the weapon
handed mace, rapier, sabre, truncheon deals +2 damage.
Buckler (17)
Shield
Visor (10)
Requires helm
HOW TO DO ANYTHING
3 How To Do Anything
You only roll dice when you try something risky, when some
danger befalls you, or when you want to oppose some action by
another character. Don’t roll dice if there is no challenge, risk,
or threat. The most common trials are settled with saving rolls
and clashes, as follows.
If you have two or more skills that apply, describe how you
use them. If it makes sense, you may roll dice for the highest-
level skill that applies. Add one die for each additional skill you
are using, or two dice for each additional skill that has six or
more dice.
HOW TO DO ANYTHING
3.4 Clashes
When you get into a ruckus with the enemy, it is a clash. A clash
includes all the positioning, feints, dodges, parries, flurries of
blows, and locked swords until opponents pause, panting, to
regroup.
To resolve a clash, each side rolls their skill dice, and
counts the hits. Compare each side’s hits: The side that rolled
more hits wins.
The loser must count one damage for each hit in the
winner’s roll. Ouchy!
Any damage not mitigated by armor comes off the loser’s
Constitution or Monster Rating.
Clash summary
1. Each side rolls their skill dice, plus any bonus dice they get
for this clash.
2. Each side counts their hits, including any overflows.
3. Whoever gets the most hits wins. If that’s a tie, whoever
rolled fewer dice wins. If it’s still a tie, the clash is
indecisive.
4. Count damage.
◦ Count one damage for each hit from the winner’s roll.
◦ You can use armor to soften the blow.
◦ Subtract any damage that gets through armor from
the loser’s Constitution or Monster Rating.
You get one style point for each six that comes up on any roll.
You can spend style points right away to trigger special effects.
You can only hold style points until you take your next
action—after that, they are gone.
In addition to the stunts and special effects you get from
your skin and badges, here are some exploits anyone can do, at
any time:
When you hide and hold still, you remain hidden from sight
until you draw attention to yourself or someone stumbles into
you.
Check your load. If you are nimble, and you don’t have any
rattles or light on you, you can remain hidden while creeping
around in shadows and what-not.
Recovery
Death
4.4 Perception
5.1 Armor
When you suffer damage while wearing any armor, you may
mark a piece of armor to ignore one damage. Most armor can
take one mark; Heavy armor can take two marks; and Very
Heavy armor can take three marks. Once a piece of armor is
marked, it is knocked loose and offers no further protection.
After the battle, you may spend a few moments adjusting
your armor to remove all marks from your armor. Make a saving
roll: On a miss, one piece of marked armor has been
destroyed—your choice.
When you frenzy in combat, you may add any number of dice
up to the dungeon level to your fighting dice. When you do so,
add the same number to the dungeon level until you calm
down.
In addition to the extra fighting dice, berserk fighters are
unfazed by pain and mind-altering magic. Creatures with
Monster Ratings continue to count their original rating for
fighting dice, even as they take damage, until they drop dead or
calm down.
A berserker must attack someone nearby—even an
ally—using any weapon or bare hands, until no one else is
standing or until the madness ends. The frenzy lasts until you
are unconscious, dead, or until someone calms you down.
When you soothe a berserk ally with soft words and
gestures, make a Charisma saving roll. If you succeed, your ally
recovers from the frenzy. On a miss, you draw the berserker’s
attention to yourself.
Most monsters don’t want to die. They may use different tricks
to get the delvers to spare them—like whimpering, pledging
their service, offering something of value, or playing dead.
When a monster begs you for its grisly life and you
understand its language, you may keep the monster as a minion.
If you are a good master, your minion will more or less follow
orders and keep its promises. Unless things get stressful.
Through magic it’s possible to enthrall the monster
permanently.
Animal-type monsters might be tamed with appropriate
treats instead of language. This is how to get cool mounts like
dinosaurs or giant birds.
Crushing mutiny
Any minions who are not enslaved by magic may revolt any
time they get a chance. When you punish a minion that defies
you, make a Charisma saving roll. If you win, the minion
submits. Otherwise, the monster betrays you or escapes as soon
as it can.
5.4 Dodging
When you take damage, if you are fast and there is room to
maneuver, you can ignore the damage and add it to your
weariness instead.
5.5 Languages
5.6 Firearms
5.7 Free-for-all
5.8 Helpless
When you have no way of fighting back, you are helpless. The
attacker will roll their skill dice, and count their hits as damage.
You just have to suck it up. You can still sacrifice armor, when
applicable, to ignore some or all of the damage.
5.9 Languages
You start with your native tongue, and other languages can be
picked up as skills. Languages are useful to decipher unknown
Count your hits: That’s how many actions your side can take
before the monster bite, withdraw, or flee. You can buy more
5.12 Run!
5.13 Shields
Shields can be marked just like armor, but they also let you
block enemy attacks. When you use a shield to block an enemy’s
blows instead of counter-attacking, roll double your dice on the
appropriate fighting skill. You deal no damage if you win the
clash, but it might save your life.
5.14 Surprise
On a miss…
You didn’t get the drop on them, but they didn’t get the
drop on you either.
On a whammy…
They caught you off-guard—your side is helpless while the
monsters take one action.
When you have a light weapon in each hand, you can make an
immediate follow-up attack for 2 style points instead of 3.
A reach weapon lets you keep enemies at bay, where you can hit
them without them hitting you. They are especially good at
hitting enemies who charge your front ranks or rearguard, but
they are often useless in a free-for-all.
When you attack an exposed enemy using a reach weapon,
the enemy has a choice: They can either take the full assault as if
helpless in order to get into position, or do nothing but defend
themselves. If they choose the latter, resolve it as a clash, but
you suffer no damage if they get more hits than you.
You can use any weapon to exploit a weak spot, though.
You might be exposed after being disarmed at the point of a
rapier. If you’re up close and personal, your enemy could be
exposed at the point of a dagger.
If you are nimble and have room to maneuver, you can run on
sheer surfaces and perform flying leaps.
When you launch yourself at an enemy, roll your fighting
dice. The target is helpless unless they are savvy—then it’s a
clash.
You can choose to attack a cluster of enemies in a rapid
combo—add one die to your attack for each additional enemy
in the bunch.
When you launch yourself at a nearby surface, make a
saving roll. On a miss, the stunt weakens you: Add one to your
weariness. If the surface is more than a few paces away, add two.
SAFE HAVENS
6 Safe Havens
Earning XP
Level Up
• Add one die to any skill that is ranked lower than your new
level number; OR
• Determine a new skill that your adventures have honed,
and gain that skill with one die.
XP Level XP Level
10 2 810 12
25 3 1,000 13
45 4 1,210 14
70 5 1,440 15
100 6 1,690 16
160 7 1,960 17
250 8 2,250 18
360 9 2,560 19
490 10 2,890 20
640 11 3,240 21
Badges
Besides XP and levels, you can also unlock other secrets in the
Twisted Tunnels. When you learn an otherworldly secret, work
legendary deeds, or win an outstanding title through your
exploits, the referee may bestow you with a badge.
A badge gives you access to one or more secret skills.
Secret skills aren’t available to anyone who does not have the
required badge. When you level up with a badge, you may
choose to develop a secret skill that the rank offers you, instead
of advancing a skill you already have.
Badges and the secret skills they unlock are determined by
the referee based on your adventures. But they reflect the
deeply personal choices and events that make up your
character’s life and history.
6.2 Healing up
SAFE HAVENS
to heal up after a rough adventure.
When you rest for at least a week in a safe haven, restore
any injured skills to their maximum, unless poison, disease,
curses, or other injuries obstruct your recover. Such conditions
remain until you find some extraordinary treatment.
Level one delvers and hirelings don’t have to pay anything
to hang out at a safe haven. Everyone else has to pay for their
upkeep, usually 10–50 × your level in coins, per
week—depending on market conditions.
SPELLCRAFT
8 Spellcraft
To unleash a spell, you must be able to call out its name loudly
enough for the Unseen Awful Powers to hear you, you gain
weariness equal to its Power cost. This cost is listed with each
spell (in parentheses), and the effect is immediate. Warlocks
may use a magical device to halve the cost.
Some spells have tags too,
8.2 Apprentice Spells and this is what they mean.
X actions
The spell lasts until you
take the specified
number of actions.
When you take an
action, count down the
spell’s duration.
Scene
The spell lasts until you
leave the scene.
Sunrise
The spell lasts until
sunrise.
MONSTERS
9 Monsters
There are two kinds of riffraff in the Twisted Tunnels: allies and
monsters. Allies include minions, hirelings, and henchmen.
Everything else you encounter is a monster.
Troll? Monster. Animated skeleton? Monster. Evil sorcerer?
Monster. Rival adventurers? Monsters. If you want “non-player
characters”, go find a game for ninnies and literature professors.
A horde of misshapen men, a hulking mass of claws and fangs,
and Lady Macbeth are all monsters.
If you find ancient mech armor in the dungeon, it will have its
own Monster Rating determined by the referee, and it may
include the following tags: boosters, blast.
Mech armor is slow and clumsy, but you can add the mech’s
fighting dice to your Strength when you make any rolls that test
your might.
When you get hit wearing mech armor, you can spend
points from its Monster Rating just like armor, 1 point to soak 1
hit. When a mech’s Monster Rating falls below 4, it is weakened.
When a mech’s Monster Rating drops to zero, it is disabled.
Boosters
If your mech armor has boosters, you can use it to perform
Wuxia jumps.
Blast
If your mech armor has a blast attack, you can add its
fighting dice to your Dexterity to make a ranged attack.