Showing posts with label B/X. Show all posts
Showing posts with label B/X. Show all posts

Wednesday, March 18, 2015

Monsters, new ruleset sort of

Working on new rules. Endurance is like HP, HD (hazard die) is what's rolled for damage. Here are some monsters.

scrambling eaters
Dextrous Monstrous Halfling HD6, 4 Endurance
-small, like a cross between a child’s corpse and a big cat
-night vision: eyes reflect light like a dog
-heal injuries in a few minutes in the dark or when eating
-hunts in threes, nests in 6s; nest has d2 Treasures
-1XP

ghoul, ascended
Charismatic Monstrous Human HD8, 9 Endurance
-tall, humanoid form, translucent skin, bones and organs glowing as bright as daylight, speaks with two voices
-4 SP: Restore, Calm, Silence, Phase
-takes an extra pip of harm in star light
-attended by d3+1 pupal ghouls, in chapel: d3 Treasure, 1 Art
-3XP

ghoul, pupal
Strong, Charismatic Monstrous Human HD6+1, 8 Endurance
-Light Armor
-tall, translucent humanoid, a whisper echoes whatever it says, but awkwardly, like it’s not used to a mouth or tongue
-2XP

lonely hungerer
Strong Monstrous Human HD10, 12 Endurance
-Thick skin and bloodlust; as Heavy armor with helmet
-Tall, muscular, hulking, always male-looking, with wide mouth and baleful eyes (red in the half-light)
-lairs solitary, among the bones of humans, has d2 Treasure
-2XP

specter
Undead HD6+1, 6 Endurance
-luminous, ectoplasmic human shape, slit mouth, black eyes
-becomes something worse if it opens its mouth
-Cannot be injured or killed by normal means
-corpse may be treated as Fetish
-1XP

failed chimera
Hardy, Monster, Once Human HD8+1 10 Endurance
-random Trait (determined by components)
-claws, teeth or beak in a jagged mouth and long black tongue and long stringy hair, 3+d4 limbs
-somewhere between a child and a predator, hunts, sings
-3XP

infernal juror
Wise Enormous Masked Demon HD10+1, 16 Endurance
-increase damage die size for human or smaller creatures
-can only be injured by weapons of its own making
-can change sizes, and its mouth is a door and its throat a tunnel to hell
-d4+2 Treasure
-4XP

star mite
Fast, Intelligent, Dextrous Monster HD6+1, 8 Endurance
-glowing, burrowing tick-like and dog-sized, attacks from loose earth and retreats, hates being seen
-sleeps when immersed in water, immune to heat, cold and pressure (including blunt trauma)
-consumes darkness, dreams, fantasies, nightmares; falls apart when it dies
-d4-3 Artefacts
-2XP

cultist
Human HD6, 5 Endurance
-marked with a sign visible only in peripheral vision or mirrors
-knows a Secret about something dark and deep or far, inky and cold
-1 in 6 have a random Trait, HD6+1, 7 Endurance, +1XP, d2-1 Treasure
-1XP

villagers
Human HD4, 3 Endurance
-important villagers have a random Trait, HD4+1, 5 Endurance, 1XP

the horde
Wise, Intelligent Monstrous Human HD6, 5 Endurance
-once abandoned children in rags, emaciated, a sign in their forehead
-appear in d3 or d8+2 numbers
-linked consciousness, telepathy
-live in sewers, alleys, dark places, hate the Empire, the wealthy
-1 XP

attributions: Rec, Blame!, Berserk, Sankai Jutsu, the Grudge, Dorehedoro, Wikipedia, the Village of the Damned

Wednesday, January 14, 2015

The Red Saint



This is from that hexcrawl thing on which I'm working.

There are are seven Saints in the garden, five of which are known and two of which have wrapped themselves in secrecy. One of the five is presented here.

ALL SAINTS

Are sought after for succor, magic items, etc.

Treat each as a Lich, but for:


a. give them resistance to magic;

b. none may cast spells, but my use teleport 3/session, geas 1/session, gate 1/session and true polymorph 1/session;
c. have advantage against turning; and
d. except for the Red Saint, they don't really look like they could be undead and none detect as such.

Each has a phylactery hidden like a splinter in the eye of a demon prince. The princes are tormented by the phylactery, but no demon may remove them.


THE RED SAINT/THE CRIMSON LADY/SAINT SUSPIRIA/MOTHER OF SIGHS

Red is a pretty, emaciated, young woman in a tattered dress. Wounds describe her body, some fresh, some necrotic, a few still sport darts or arrow shafts. Her legs are wrapped tightly in dirty bandages  so that the flesh of her thighs and calves bulges through the gaps, like purple marble. Her nails are broken and filthy and when she is thinking, she runs them through her endless, greasy black hair. She coughs despondently, frequently. She is bad at feigning piety and compassion and mostly moans to cover up her disgust with supplicants.

It's said she takes pity on doomed lovers, especially women, and those suffering from afflictions; it's also said that she is most fond of the gallant and chivalrous.


She hates the blue saint most, then doomed lovers, then the gallant and chivalrous, then everyone else


Hidden on her: behind her hair, along her back, are hundreds of faces of various size, many no larger than a wart, but some the size of a hand. She uses these faces to replace her own should it be damaged for she cannot stand disfigurement of her visage. All these faces and the one she now wears are identical in appearance; also

buried into her arm, the base just protruding from below the wrist is a needle-like wand of hemorrhaging with four charges (being buried in her flesh recharges it) (treat as a wand of fireball but damage is dealt by leaking blood out of various orifices for d3 turns).

When no one is watching she is popping one of the faces on her back like a pimple (listen for the tiny screams). With each pop, she shudders sensuously.


If near death: she'll gate to a demiplane that's a red flesh landscape pulled taught over numbing needles walking about likely causes paralysis.



services provided


no.
service/item
price
1-3
she unravels a bloody bandage from her leg luxuriously. Stuffing this in your mouth heals as if rested. A character can only enjoy this effect 1/session.
the blood, heart or liver of something magical or exotic
3/session
cure all diseases afflicting a person
as above
1/session
places the soul of one thing of 3 HD or less in a doll in a red dress. The dress and doll slowly fall to pieces, turning to a charred stake in 1-2 weeks (the Merchant will say three), at which time the soul returns to its original home
one’s soul (must obey the commands of the Merchant 3 times, after which the soul-let is relinquished)
1/session
can make a red knife, or long long red sword, magical, +damage against living things as it causes profuse bleeding and welts
the heart of a mighty creature; or the death, maiming or face of whomever is connected to the person making the request that would be most awful to choose*
1/game
return a character to life
*so like, if a woman is asking for her lover to be returned to life, the Red Saint will grant the request if the woman surrenders her face. That sort of thing.

attribution: me

Monday, July 28, 2014

Morale, Reaction Rolls in any kind of D&D



I've talked before about how I don't handle reaction rolls well. Basic has two regular 2d6 rolls the GM makes: reaction rolls and Morale.

MAPS, BOSSES, INTELLIGENCE
Where I'm coming down on this has to do with map and proximity.

Sufficiently intelligent NPCs (say, anything above animal intelligence) have their behavior largely determined by their position on the map and their relative proximity to "dangerous areas" and "bosses."

Bosses, in this case being named/senior NPCs who are likely interested in and in the position to boss around other NPCs ("named" being obvious, "senior" being the designated leader based on the edition's distributions (for every x of y there is a +1HD +1 Damage version of y) or maybe just even a superior hp roll (the one orc with max hp in a level of middling hp orc). You act right and proper when the boss is around.

Dangerous areas being points of ingress/egress from what the NPC considers "my place" and the "not my place" parts of the dungeon and pretty much everywhere in the Wilderness. You act tough and alert when your life depends on it.

Outside of this context, reasonably intelligent NPC are doing the things reasonably intelligent NPCs do: they're eating, lounging, arguing, gaming, painting, torturing something, masturbating, reading, playing with their kids, having sex, etc. You can make a list of these depending on the type of enemy or their culture, etc. You then tick off each entry on the list as you encounter more enemies (the first ones are eating, second ones are lounging, etc); if you do it this way, repeat actions that feel more common or likely.

WHAT YOU CAN DO WITH THEM
The party encounters some goblins pulling the wings off moths and playing a dice game.

The PCs are inside goblin territory. They don't necessarily appear as threats to the goblins and, the goblins not being on guard duty or being near an authority figure, don't really have any obligations to fulfill. They leap for weapons and watch the characters (neither groups were surprised) warily.

The players can then choose to attack, but they can also choose to talk. Interpret what the players ask as the goblins: they are saying things. what do those things ask of "us"?

If the players are bluffing, pretending to be allies and that's a reasonable thing for them to do in this context, then you roll a 2d6. If you beat the goblin's morale (7), the goblins buy it. If you don't, they don't.

Moldvay even accommodates situations in which parley still feels appropriate, even around a "boss" type (say, negotiating with surprised or overwhelmed opponents). Just add 2 to their Morale.

AESTHETIC
Morale is employed as a metric in the older Basics of how likely a character is to break and run or crumple and plead for mercy when the swords came out and allies died.

Fundamentally, the idea here is that the mechanics and fictional positioning conspire to make the game inherently opposed to the characters where it ought to be and more plastic where that makes more sense too. It asks more of GMs (who will need to determine if creatures attack immediately or not), but also much less (how easy it is to push NPCs around). As with any tweak like this, it smooths edges that are often satisfyingly uneven, but so far it's worked pleasingly (it also creates some rough edges of its own.

5e with DCs or NOT
Personally, I'd go with not. I've got a lot of experience with Moldvay and remembering or extrapolating morale scores is pretty easy. Goblins in Moldvay have a morale of 7 (58% chance of success or roughly, a DC10) unless there is a boss around, in which case it's 9 (30% chance or DC15).
An 8 morale means PCs doing a good job have a 45% chance of success (DC12).
A 10 Morale means PCs doing a good job have a 17% chance (DC17).

attribution: Leonora Carrington

Monday, February 24, 2014

Randomized Fighters for hacked B/X






Fighter
Fighter class for hacked B/X and Trollworld

Threat Die roll a d8 for damage and Endurance after creation
Saves on a 16+
Adventurer can wear any mundane armor and use any mundane weapon without penalty
Average Learner gains a new level every 2,000 XP
Guts & Glory (see below)
Multiclass at level up can roll two times, split between any advancement tables for classes which you've currently unlocked
Locked subclasses/variants includes the Hime and Archer.

at creation
roll a d6, d8, d10 and d12 and see A. B. C. and D. below

A. the d6 determines your Glory. Write down this number. Whenever you fail a Guts save (see below), add this to your current Endurance. If it's above your current max, it's added as temporary Endurance. If you are unconscious due to lack of Endurance and this increases your total Endurance past 0, then you can get up.

B. one roll is your starting Endurance (pick from the three rolls and discard that die; you can also discard the highest roll and take a “six” as your starting Endurance)

C. one roll determines your Guts(or just pick and discard the lowest die roll)
You've been scarred somewhere. This roll determines where/what the scar looks like. 1/session, you can re-roll a failed Save v Death or Poisons (choose which).

D. one roll determines Might Feat (or just pick and discard the highest die roll)


Scars (Guts)
1 Poorly healed broken bone gives you an ugly, lumpy forearm or leg 7 Lips all scarred and raggedy
2 Missing d6 teeth in obvious places 8 Nose broken a few times
3 Half-blind in one eye, missing corresponding eyebrow 9 Ritual scarification on neck
4 Cheshire Grin 10 Missing middle finger
5 Missing part of nose 11 Cool scar, across nose and cheeks, under eyes
6 Missing ear 12 Cool scar down side of face, over eye (gap in eyebrow)


Mighty Feats (all 1/session unless otherwise noted)
1
Rise Again. the round after you've been killed, and so long as your body is in OK shape, you crawl back from oblivion with 1 Endurance and 1 Wound.
7
Leap. 1/ combat, leap up to your thrown weapon range as your move action. This will likely surprise your enemies.

2
Revenge. when a creature damages you, you get a free attack against a nearby enemy or target immediately following the attack (interrupts everything else)
8
Lean In. You can throw your shoulder into it and bash down and otherwise locked or stuck door, can push something extremely heavy (moving as if encumbered) or can pry open a locked chest (likely sets off any traps) without making a check or save.

3
Rampage. After killing something, get a free strike against another nearby enemy or target immediately following your killing blow at -2 attacks. (Can be done more than once, the penalty is cumulative on successive rampage strikes).
9
Mighty Throw. 1/ combat you can throw something enormous (something you couldn't necessarily lift otherwise) at a target, dealing an extra die of damage (at least - if it's huge and the target is tiny, may kill it outright)
4
Furious Choke. On an attack, you can try and single-mindedly choke something with a neck (neck must be small enough you can actually choke). Doesn't impair your defense or saves. Forces the victim to make saves each round or the victim passes out. A really bad roll on the save means they've choked to death or you snapped their spine or ruined their windpipe and they're dead.
10
Flesh Wound. you can ignore the mechanical effect of a Wound. You've still suffered the physical damage and will have scars but you don't die automatically if you take a second one, etc.
5
Double Fisted. Attack with two weapons at once (can use fist, shield). Roll both attacks. If either succeeds, roll an extra TD for damage. If either is a critical success, target is killed outright. If either is a critical failure, it counts as two critical failures.
11
Weapon Nut. After a Turn of practice you can make a check to figure out how to use any weird, strange weapon without penalty. Can also be used to make kludge repairs to weapons in lieu of doing so in camp or to jury rig some weird new weapon (sword on the end of a whip).
6
Sword Swallower. You can keep an extra weapon, rapier, whip or something similar shaped, in your gut. Avoid strong magnets and try to sit down gently. (takes d3 rounds do draw and sheathe, but not session limit)
12 Armor Nut. After a Turn of inspection/trying on armor, you can make a check to figure out how to use any weird, strange armor without penalty. Can also be used to make kludge repairs to armor in lieu of doing so in camp or to jury rig some weird new armor or armor-like device (shield from giant turtle shell). Or pick 12.



Fighter Advancement
roll advancement
01-20 +1 Attacks
21-40 +1 Saves
41-60 +1 TD Endurance
61-65 Tough as Fuck. +1 Defense. Re-roll: increase bonus by 1, max +4.
66-70 Glorious. Gain Guts. If already had, gain Glory (roll d6 for starting glory). If already had, can choose another category of Saves to which Guts applies and get 1/session or increase current uses of a Guts Save by 2 (max 3). Can gain bonus of 2 to any maxed out Guts Save (bonus applies only to re-roll). Whenever you roll this, you can also choose to re-roll your Glory using your current TD – keep the roll if larger. Or re-roll if you've rolled this at least once before.
71-75 Gutsy Bastard. Gain Guts. If already had, gain Glory (roll d6 for starting glory). Afterward, whenever you fail a Guts Save, you can choose to split your Glory between your next attack and damage rolls (next round only) instead of increasing your Endurance. Adds an additional +1 to damage or attack rolls on a re-roll, with the current maximum being your current bonus to attacks for the one and the highest possible roll on your TD for the other, after that, re-roll.
76-80 Triage. You're well versed enough in anatomy that you can help anyone performing field medicine in lieu of attacking this round. Add +1 to the victims Save. On a re-roll, increase bonus by 1 (max 4). Can also be used to try to diagnose diseases common to soldiering, whoring or the like.
81-85 Scavenger. +2 when hunting through a battlefield for cool kit or necessary supplies OR when scrounging around the wilderness for food. On a Re-roll, increase by 1 or choose alternate ability. Max bonuses for each is equal to your Glory. After max, re-roll.
86-90 Battlefield Presence. You can rally one allied NPC that just failed their Morale check (they re-roll at +2 or so) OR you can force an NPC to make a Morale check, if possible (describe how). On a re-roll choose alternate ability and then, on subsequent re-rolls increase the bonus/penalty by one to a max of +3/-2. Afterward, re-roll.
91-93 Henchmen. Next time you're in town you get a free NPC tag-along. d12 determines nature of NPC: 1-3 urchin linkboy with a lantern and dagger, 4-5 squire of dubious heritage with sham livery, d4 large coin, adventuring gear and short sword, 6-7 Street Thug with club and 4 throwing knives and underworld connections, 8-9 psychopath with too many daggers and weird trinkets, 10 mutant with (pick: acid spit, third eye [all around vision for 60'] or tentacle arms [can bear hug as a bear]), 11 hime (she thinks you're her knight/manservant), 12 level 1 Rogue (treat as a regular Henchman) with outstanding obligations (Han Solo and all that). Like other Henchmen, takes half a share of XP but only gains a level at half rate.
94 Weaponmaster. Choose a weapon keyword. When using a weapon with that keyword, roll a d4 and apply that as a bonus to either attacks or damage (choose before either roll). On a re-roll, increase the die by one size, up to d20. Can choose for multiple keywords on a re-roll, but take only the highest bonus die.
95 Bulk Up. If your TD is a d8, increase your size to Large, if it's at least a d10, increase it to Huge (max Huge/d10). If it's too low, re-roll on this table. After the max, re-roll.
96 Impressive/Terrifying Physique. Outside of combat, leverage your body when interacting with others. Add your a die three sizes smaller than your TD to your charisma when interacting with NPCs. On a re-roll, increase the die size (max your current TD). After the max, re-roll.
97 Blood in your eyes. 1/encounter, when bloodied, restore your Endurance to full or blind a nearby creature by whipping blood in their eyes. On a re-roll, increase number of uses (max 2) and number blinded (from 1 to d4+1, to d6+1). After, re-roll.




98 In Good Shape. 1/encounter, gain a free movement action.
99 Shake it Off. Cumulative +2 Save v Mind-Controlling or movement impairing effects, cumulative, up to +8, after which, re-roll.
00 Feats. Roll a d12 and take this feat (if you re-roll an already earned feat, re-roll this advancement roll).
*You can swap out any advancement for +1 TD Endurance and any roll 81+ for +1 Attacks or Saves or TD Endurance
*FIGHTERS ONLY: You can swap out both rolls and, as long as one is 81+, earn all three bonuses.



attributions: Yong-Sik Jung, , Jake Wyatt, portrait of Yukio Mishima (can't find photog credits), Heon-Hwa Choe.

Monday, February 10, 2014

It is hard to find cool pictures of Pokemon

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

Trollomancer

Trollomancer



Originally here, now modified after playtesting.
Threat Die roll a d4 for damage and Endurance after creation
Saves on a 16+
This Isn't Who You Really Are can wear any mundane light armor and use any mundane simple weapon without penalty in human form; trolls gain no benefit from armor and cannot hold weapons
Complicated Stuff gains a new level every 3,000 XP
Trollform (see below advancement chart and starting stuff)
Trollcrits +1 Damage while in troll form, critical hits cause horrendous damage, reducing the target to 1 TD Endurance
Troll Immune System when in Troll forms + 2xlevel in temporary Endurance
Two Forms at level up can roll two times, split between the the Trollomancer, Fighter and Rogue advancement tables
Locked you need to earn Professor Guro's trust before he'll make you into a Trollomancer.

at creation
roll a d4, d6 and d8 and see A. B. and C. below

A. one roll is your starting Endurance (pick from the three rolls and discard that die)

B. one roll determines your Human and Troll Mutations (or pick one and discard the highest remaining roll)
Your legs length, your toes and fingers curl into claws, your face cracks, widens, lengthens, your mouth fills with jagged teeth, your tongue lolls like a pink, wet lamprey and your hair turns to long, spiky quills, your skin pales and bright red streaks color your face, like a bizarre, monstrous kabuki actor.
You look like a monstrous human when in troll form. The transformation into a Troll doesn't use an action, but takes a round and will damage anything you're wearing that's strapped tightly to your body (wear baggy clothes or high tech body suit armor). Transforming back into a human takes a turn of uninterrupted concentration.

C. one roll determines what happens when you defEat a monster (or pick one and discard the lowest remaining roll)
1/session you can spend a turn devouring an enemy. You can only have three named monsters on your character sheet. When you level up, tell the GM the monster names and the GM will randomly award you a new mutation based on the characteristics of that monster. You can “stack” the deck by defEating multiple monsters of the same type. Once you've gained the new mutation, erase all the named monsters.

Forms

roll “Human” Mutation & corresponding troll mutation
1 can move one eye independent of the other bug-eyed/stalk eyed; +1 v surprise OR 1 to surprise
2 rough skin/mild eczema scales erupt from your skin hard, or your skin bubbles and forms hard keloids; +1 AC OR +2 Saves v fire, death
3 unsettlingly wide mouth can unhinge massive jaw when feeding; can swallow something 20% of your size OR you can swallow something a little larger than normal but regurgitate it again
4 persistently clammy palms, feet and brow exude a slimy mucus from your pores; 1/session, dump this fluid from your system rapidly, in a round and treat as web OR grease. You feel super sick afterward.
5 can re-arrange body hair as suits you hair/quills grow quite long and sprout from arms, back and legs; quills now deal +1 in damage OR can be launched as thrown weapons
6 very long/snouty nose wet, snotty proboscis; can try to smell distant/concealed things (2 in 6) (improves at a rate of 1 in 6) OR can snort up something small size and it's stuck in a nostril after d3 rounds of inhaling from 30' away (increase item size, range by 5' decrease time or increase # items per advancement)
7 Hyperextended joints, long limbs your bones are more flexible/your skeletal system more cartilaginous; can contort your body to fit a space 20% smaller than you (as reduce) OR +2 Saves v stone, paralysis, crushing deaths
8 Everything is staticy around you – clothes, radios, hair, etc Your body is covered in burns and crackles with electricity, +2 Saves v electricity OR can ignore d4 of electrical or fire damage (increase damage ignore by 1 until the max possible roll equals the next largest die size (ie d4+2 = d6), after which, switch to that larger die +1)

when defEating
roll effect roll effect
1 shining blue butterflies appear 5 nearby lightbulb filaments flicker and fail
2 everything but your digestive and circulatory system become translucent 6 green lights revolve about your head
3 the whole area stinks of fruit (orange peel, lemon, yuzu, fake cherry/medicine) 7 you look just like you did when you were a child
4 electricity arcs from you body (no mechanical effect other than being loud and bright), highlander style 8 during your meal and for the remainder of the day, your troll form appears the same as your human, albeit beautiful

Trollomancer Advancement
roll advancement
01-30 +1 Attacks
31-50 +1 Saves
51-60 +1 AC
61-70 gain 1+1 TD
71-75 Split Mind. Half your mind is asleep, half awake. -1 to Int and Wis checks but only need to sleep if you fail a Save v death OR +2 Saves v mind-controls, sleeps, charms, psionics, illusions, whatever. On a re-roll, decrease penalty to Int or Wis or increase save. Max is +1Int, Wis and +6 Saves. Afterward, re-roll on this table.
76-85 Progressive Mutations. Pick a current mutation. It becomes more profound. Increase its affects. If you've maxed out your mutations, re-roll on this table.
86-90 Good Eater. +2 Saves v Poison; on a re-roll, increase bonus by 2 until 10, after which time you can eat garbage, toxic waste, metal, plastic, Styrofoam, radioactive material, etc. Afterward, re-roll.
91-93 Trollkids. Cross out one of the defEated monsters named on your character sheet and create a d6 TD minion with a random characteristic of that monster, totally obedient to you. Requires a turn, is painful and is catalyzed by dumping water on your back (the kid buds off your back).
94-96 Spit. 1/session empty the ruinous contents of your stomach in a your levelx2' long, x1' wide cone. Counts as an attack against all creatures in area, save v breath for half damage. On a re-roll add a use or re-roll on this table
97-00 Pheromones. +1 on reaction rolls with monstrous NPCs, -1 on reaction rolls with humans, mundane animals. Increases +1/-1 on each re-roll, max +3/-3. Final re-roll: 1/session charm monster.
You can swap out any advancement for +1 TD Endurance and any roll 91+ for +1 Attacks or Saves or TD Endurance



attributions: ,Xi Zhang , , Go Nagai, Po-Wen

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