Troll
Master
This, but slowly rotting
Gotta
catch 'em all (another Trollworld Class)
Threat
Die roll a d4 for damage and Endurance after creation
Saves
on a 16+
Mostly
just a civilian can wear any mundane light armor and use any
mundane simple melee weapon without penalty in human form
It
Ain't Hard gains a new level every 1,250 XP
Summon
Deck (see below advancement chart and starting stuff)
Summoner
You can have 3 summons on your Deck at a time. Summoning requires
detaching the Guro-Ball, throwing it at the desired area. The Summon
can act your next round in lieu of one of your actions (you have to
order the summon what to do, it has to be able to hear you or else
they just stand around, looking bored and slowly decomposing).
Not
Too Bad at level up can roll two times, split between the Troll
Master and Rogue advancement tables
I
Got You Trollkachoo +2 to all
Saves for you and Summon while the Summon is out and conscious
Locked
you need to earn Professor Guro's trust or steal and figure
out how to use a Summon Deck before you can use.
at
creation
roll
a d4, d6 and d8 and see A. and B. below
A.
one roll is your starting Endurance (pick from the three rolls
and discard that die)
B.
two rolls determine your Starting Summon and its ability
(attribute the two remaining rolls to the Starting Summon &
Ability table)
The
Summon Deck is a piece of electronics about the size of a loaf of
bread. It clips to a belt, could be carried in a purse or bag or
strapped to the side of a backpack. On it are three Guro-Balls, Troll
containment Devices.
Some
Stuff: Guro-Balls are crazy expensive as Prof. Guro stopped making
them in favor of the Trollomancer Program, and each can only hold 1
Summon. Decks can normally only hold 3 Guro-Balls. To capture a
Troll, throw a Guro-Ball at its feat. If the Troll has less than ¼
of its Endurance left, it may be weak enough to be trapped in the
ball, roll a d20 over its remaining Endurance. If you succeed, it's
trapped, if not, it failed and your ball has to be retrieved and
reset (resetting doesn't use up an action, though). Summons are
digitized and their minds broken by the Summon Deck, they become your
obedient servants – because they're Undead now, they take extra
damage from holy stuff (or however Undead work in your game) and only
make Bravery/Morale checks if your level is lower than theirs (and
then they make it as normal and when summoned and at a penalty
equal to the disparity between your level and their HD). Treat your
Summons as henchmen as far as XP goes – split it evenly but they
only earn half of their split. On level up, they can do one of their
abilities again or pick up/improve their alternate ability. They use
a d6 as a TD, your bonus to Attacks and Saves unless otherwise
mentioned (captured Summons use whatever TD they would have used in
life). Summons heal while resting in their deck for about 8 hours.
Starting Summon and its ability | ||
roll | Summon | Ability (choose one) |
1 | Spider Guy | 1/session web or Surprises on a 4 in 6 |
2 | Flower Fairy | 1/session cure light wounds or light |
3 | Rock Lobster | 1/session can “hide” in stone for up to a turn by using a full round to burrow into surrounding rock or can pin an enemy to the ground on a failed Save v Stone w/a bonus of 2 for each size increment greater than small |
4 | Giant Centipede | 1/session they can deliver a poisonous bite, Save v Stone or paralyzed for d4 rounds or they can hide in moist ground, surprising on a 4 in 6 |
5 | Two-tailed Ferret | 1/session can create an illusory clone of itself (deals no damage and disappears when struck) or find secret doors in a 4 in 6 when it spends a turn looking |
6 | Smog Raven | Flies, d4 TD, 1/session exude a horrid cloud roughly 5'x5', causing anyone within to Save v Choking or spend d6 rounds incapacitating, gasping OR can cause darkness in a 20'x20' area |
7 | Cokeboy | d8 TD, 1/session can ignite itself, dealing its TD to itself and anyone in melee range of it OR it spoil food and drink |
8 | Fire Goblin | d4 TD, 1/session can deal it's damage in a mini fireball (it takes half damage as the fireball involves throwing its essence at something) – as fireball but half damage and half sized OR1/session can ignore its TD in heat or electrical damage (both powers can't be used simultaneously – each takes a separate round of prep) |
Troll Master Advancement | |
roll | advancement |
01-20 | +1 Attacks |
21-50 | +1 Saves |
51-70 | +1 TD |
71-80 | Mind of a Master. +1 to Cha checks when dealing with your Summons and other henchmen-types (not necessarily your henchmen), max +3, or re-roll on this table. |
81-90 | Nega-Deck. 1/session a Summons gain back d4 of their Endurance whenever they're returned to the deck (on a re-roll, increase the gain by one until the max possible roll equals the next largest die [ie, a d12+8->d20, a d4+2->d6]) or increase the # of uses or re-roll. |
91-95 | All God's Creatures. Watching your Summons decay in front of you has given you considerable anatomical knowledge, gain a bonus of 2 to a backstab-like attack or to any save/check involving surgery, first aid or triage on another living thing). +1 or pick the other version on a re-roll (max +4/+4) |
96-97 | Forceful. You only risk having a Summon “break” if your level is 2 below its HD (on a re-roll, increase by 1, max 4) or re-roll. |
98-99 | Good Teacher. Every other session, one of your used Summons gains the full amount of XP it leeched. Further rolls increases the number of Summons affected. |
00 | Extra Ball. You've jury-rigged your deck to take an extra Summon (max 2) or re-roll on this table. |
You can swap out any advancement for +1 TD Endurance and any roll 91+ for +1 Attacks or Saves or TD Endurance |
THAT'S TOTALLY A FANCY GURO-BALL IN HER HAND
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