Concept: beyond a prescribed spell list, magic users (or anyone with the right books, ingredients and facility (likely a mix of Int, Wis and Cha, or just pure Cha)) can effect anything they want. The idea is to let the players and GM redefine the solution to an obstacle using magic, but at a steep cost and to add sub quests.
Rituals are broadly defined by effect. To cast down a foe, to find what is lost, to learn a true name, to learn a secret of an enemy.
Books and scrolls found in old and lost places may contain ritual instruction though wizards and the like may discover a ritual by spending as many days (or hours, if the effect is duplicative of a spell known and trivial to the caster) in contemplation.
Ritual foci are required for ritual's not confected by magic user contemplation, and then are still strongly desirable as they guarantee success. Foci tend to be macguffins, and confected rituals have pseudo foci kludged from pledges, the casters will and body.
There are three poles to consider.
1. Relative ease. The caster posits an outcome or desire. The GM considers the obstacles to obtaining the outcome naturally. Compare this difficulty to the magnitude of die sizes here and eyeball the die size. If mimicking an existing spell, use the spell's level to determine the size (sl6 is a d100, a cantrip is d4, if greater than an sl6, add 55/additional spell level to the d100).
Divide the max die value by 2, rounding down. This is the ritual's inertia (effectively, hp).
2. Similarity to spells. A caster with knowledge of spells or any spell - like ability may have advantage on all rolls. Dragonborn of a blue chroma may have advantage when calling thunder, aboleth and illithid and squids all gain advantage on ink, obscuring, psychic effects, etc.
3. Time and Power. Takes a day for its relative power (a d100 ritual takes seven days, a d4 one). To speed things up, add another half die to the inertia or another 2 pledges (reduces time by one step or d20 hours).
Resolution. Rituals are resolved narratively. Non casters can pledge blood (reduced to 1 ho for a day), treasure (1,000 gp, must be in jewel or statue or unworkable ore. All ancient or long lost. Hideous obelisk of Leng, reliance of the stars, etc. Coins stamped in infernal or lost mints also work), promises (enforcement of which the GM will extract in force at the worst/best time. Usually involves infernal or terrible agents.) Or spell slots (all for the day) or an uncommon magic item (consumed or destroyed or exhausted, rarer items.counting as more pledges, but similarly depleted regardless if all pledges are necessary). The GM establishes the steps before casting, each step requires a contribution of the above and reduces the inertia by a die roll. Casters may also pledge as above. Pledges may be made in addition to the steps. At each step/pledge, roll a die and reduce the inertia by that much.
Steps may be opening portals or creating a jackdaw of rubbish and paper and bird bones or whispering into a bole in a frozen tree. There are as many steps as the GM wishes, usually as many as characters in the party less d4 (the point is to make things interesting). What constitutes a step is up to the GM, and the GM may, probably will, solicit suggestions from anyone casting or pledging.
Additional pledges can be made, and must be made if the ritual's inertia isn't overcome at the end of all the steps and after all the pledges are rolled or else the ritual fails.
Using a foci guarantees success in most cases though defeating inertia with rolls likely means you can keep the foci for reuse (like a catalyst).
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)
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.
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
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
Informative film reel:Troll batteries clenching and coiling, knots of flesh corded around twisted limbs, twitching fingers and a ruined, beak-nose face in a biochemical bath, tubes for extracting the energy released. Troll batteries by the hundreds of thousands in the guts of Reactor 1 and Reactor 3. Troll batteries powering the homes, businesses, factories, all of New Nova city, weapons of futuristic 1993. From the ashes of the Third Elf Incursions, arises a new and better humanity!
Clip of Reactor 1, from an unsteady, hand-held camera. The ground trembles, ambient rumbles, mutters and moans. Something, a tiny, fleshy rope extends from the left stack of Reactor 1, the camera pans in and screams rise in a wave as a jet of muscle and bone shoots from the left stack, the right stack, the camera spins, twists sky word, catches in the last seconds the ground crack and from it spewing pillars of filth and vital tissue. The final shot is of grey clouds under a lowering red sky, choked with geysers of troll meat.
NOW
Trollworld
Trolls have built themselves a city around Reactor 1 like a nest of jumbled girders, ragged concrete, asphalt, and rebar. They patrol their walls, build siege weapons, infect the land, dig deep and raid New Nova city for food (humans), pets (humans), bodies to make new Trollkin (humans) or fun (hurting, killing, eating humans).
Human Town
New Nova city is a dump, man. The concrete is all cracked and tumbling and the streets are ragged asphalt and puddles. Without Trolltech we're stuck with dirty power and outages are common. The Jinro Power Company runs everything, pretty much. Jinro cops walk the streets while Jinro Educorp cracks younger skulls, Jinro foodcorp feeds us and Jinro Hospital spanks our shiny red asses or shuts off the ventilator at the end. You live in Quarantine 6, on the outskirts of New Nova, along the Wall.
Jinro, Unrest
For the time being, Jinro holds the Trolls at bay, but there is uncertainty about how long that can last. Jinro is run by a Board of Directors. One is fat, unctuous, cruel, ineffectual, terrified of everything. One is emaciated, tall, a former accountant, highly competent. One looks and acts like former military and is called "the Sergeant." One looks like a rat. There are other Directors too, some none have ever seen.
Jinro keeps New Nova relative safe, clean and running, but there is persistent doubt how long that can last. No one but the Directors knows all the facts and JinroNews isn't particularly trusted so there are insurrections and intrigues and the police are always shooting or arresting or looking for those suspected of industrial espionage or endangering the safety of New Nova or terrorism. There are wanted posters on top of wanted posters on top of wanted posters.
CHARACTER CREATION
roll two d4s and allocate as desired
BACKGROUND
1
2
3
4
1
Cop
Beat Cop
Detective
On the Take
Rebel Symathizer
2
High School Kid
Dropout
Over Achiever
Runaway
Student
3
Scientist
Biomechanics
Engineer
Botanist
Mechanical Engineer
Theoretical
Physicist
4
Wageslave
Accountant
Bureaucrat
Human Resources
Sales
pick or just roll or make some other motivation up, whatever.
ON
HIS LAST RAID, THE TROLL KING TOOK
1
Your
old man/dear old mom or the grandparents/aunt & uncle that
raised you
2
Your
little/older brother/sister or your twin
3
Your
boyfriend/girlfriend/spouse/one or more of your kids
4
The nice old dude
that hangs out on the corner and wasn't hurting anyone
then roll a d6, d8 and d10, assigning results as desired, but any duplicate rolls or results have to be assigned to a different Trait, if possible (if not possible, re-roll)
STARTING TRAITS
Traits
1-3
4-5
6
7-8
9-10
Strong
+1
checks
+1 Carry
+2
Attacks
+1 Carry
+1
checks
Dextrous
+1
checks
+1
Attacks
+1
AC
+2
Saves v Breath
+1
checks
Hardy
+1
checks
+2 HP
+2
Saves v Poison
+2 HP
+1
checks
Intelligent
+1
checks
+1 Kludge Repair
+1 Tech
+1 Languages
+1
checks
Wise
+1
checks
+1
Search
+2
Saves v Mind Control
+1
Foraging
+1
checks
Charismatic
+1
checks
+1
Henchman
+1
Bravery checks
+1
Henchman
+1
checks
PROFESSOR GURO WILL SAVE THE WORLD AND HELP YOU IN YOUR RESCUE EFFORTS
Back alley doctor and scientist, claims to have been senior assistant to Professor Troll-kun, father of the Troll Project, crazy, weird, bent-backed, often chuckling and wringing his hands, staring down from glasses ("Yes, yes this will do"). No one trusts him but everyone in your neighborhood (Quarantine 6) relies on him as an alternative to New Nova city's rationing of medical care.
Professor Guro has heard about your trouble and would like you to come see him.
Professor Guro has an experimental procedure, something that can take you into the heart of Troll World.
Professor Guro will turn you into a Trollomancer.
All he needs from you are your bodies and the bodies of Trolls you smuggle back into the city for him. He's paying about 1,000 Yen per pound of Troll meat you come back. Extra for living or well-preserved samples.
YOU ARE TROLLOMANCERS
You look like you used to, but you've got troll blood in you. On command, your muscles swell and your mouth splits, grows huge and toothy. Your hands are now claws, lacking the dexterity to hold anything but a club.
Trollomancer Advancement
Level
XP
HD (d6)
Troll Strains & Traits
Saves
1
0
1+1
3 Traits & 1 Trollform/Strain
15
2
2,500
2
+1 Strains
14
3
5,000
3
+1 Trait (d8)
13
4
10,000
4
+1 Strains
12
5
20,000
5
+1 Trait (d8)
11
6
40,000
6
+1 Strains
10
7
80,000
7
+1 Trait (d8)
9
8
160,000
8
+1 Strains
8
9
320,000
9
+1 Trait (d8)
7
10
640,000
10
+1 Strains
6
Trollomancers attack bonus progression follows that of Fighters from whatever edition you prefer.
STARTING TROLL FORM
form
Effects of Strain (Hybrid Form only)
in
human form
1
the wretched
+1 damage
smell like cut
grass, 1/session, a kiss causes the victim death from
asphyxiation in 1 Turn (save v breath weapon)
2
the burner
+2 Saves v Fire
smell like peppery
pineapple, 1/session can breathe at any one person in melee range
and cause horrible, burning, choking incapacitation for 1 Turn
(save v breath weapon to avoid)
3
the puker
can vomit 20' cone 1/session (+1 uses each advance)
smell like
horseradish or garlic, 1 session, your touch can cause horrific
blisters to appear in a day, leaving the person incapacitated and
writhing in pain until cured (save v poison)
frequently weeping
eyes, 1/session you can cough on someone's face and they go blind
for a turn (save v breath weapon)
Troll Form grants +1d6 HP, +2 AC and Trollcrits.
Human Form lets you do Coolcrits.
You only get XP from killing monsters or bringing stuff back to Professor Guro.
Trollcrits (or, you got a lot of guts, Oskar)
When a Troll crits while attacking with claws, teeth, etc, the target is eviscerated, loses a limb, has skin pulled from their body, has multiple compound fractures, etc and must Save v Death or be reduced to d6 HP (those with less than d6 HP are reduced to 0 HP and must make a second Save or die).
Coolcrits
When in human form and you critically hit, you get to do some cool move. Tell the GM what you're doing (think: acrobatic bullet-time attacks, punching through someone, etc).
New Strains/defEating Trolls
As you level you will get more Strain slots. You can use these slots to learn a new Strain or advance an existing Strain.
You can learn a new strain by defEating a different kind of Troll - feasting on the body of an overcome and dying Troll while in your Troll form, Slurp up their entrails while they still breathe, feel their lungs expand between your fingers and then squeeze, grind their bones beneath your teeth, feel the pump of blood down your throat and the squirm of living troll tissue in your mouth. Eat their heart whole, in one gulp. Works on dying Trollomancers too. Once learnt, the strain applies a new bonus while in troll form.
Instead of learning a new Strain, you can also simply advance your current strain, applying the same bonus again (ie, advancing the Wretched strain once adds another +1 damage while in Troll form). Doing so on level up is free.
You can also replace an existing Strain by defEating a Troll and passing a Save (fail and the switch doesn't happen). If you replace an advanced Strain you lose any of your current advances, but they're restored every 1,000 XP x your level or so you earn afterwards. Something like that.
DefEating Trolls may also get you access to special new Traits.
Checks
Are rolled on a d20 and succeed on a 17. Basically, the same as an ability score check.
If you think you've a Trait that applies and a +1 to checks with that Trait, ask the GM if it applies.
If you think your Background can help you on the roll, ask the GM and instead of rolling a Trait, roll as a Save.
GEAR
Raiment/Clothes/Tat
Cops probably wear their uniform (dark blue-grey paramilitary get up) or a ratty suit (detective)
High school kids are undoubtedly in a uniform unless they're in some cool puffy jacket with lots of denim and sneakers
Scientists undoubtedly wear lab coats at all times just as
Wageslaves are always in suits and dress shoes.
Everyone gets
a backpack that can hold ten items plus whatever "Carry" bonuses you might have. Troll meat is super dense so it's five or fewer pounds/backpack slot. Weapons and armour that are worn don't count.
Armour
Is ablative and only works in human form. Light armour costs 50,000 Yen and can take 2 hits before needing repairs while Medium armour costs 90,000 Yen and can take 4 hits (10,000 Yen/hit repaired). Medium armour is conspicuous and the cops will be suspicious (unless, maybe, you're a cop yourself). Heavy armour is heavily regulated and probably can't be found without a lot of work (think: mech-suits/small mecha).
Weapons
You get one each to start, roll d10:
1. Old-world sword (katana)
2. Baseball bat with Hanshin Tigers stamped on the side, gripped wrapped in loose, hanging white tape
3. Plank with nails sticking through it
4. Taser with 2d6 charges (can be charged by spending a turn shaking it/charge) that deal d4 damage but keep the target from acting the next round on a succesful check.
6. Brass knuckles (Cop only)
7. Knife, can be thrown
8. Pipe
9. Letter opener (wage slave and High School Kid only)
10. Scalpel (Scientist only)
Guns are going to be tricky unless you're a cop.
A revolver costs 50,000 Yen on the black market.
Laser rifle comes with a shoulder-slung battery and costs 200,000 Yen on the black market. Up to 2d6 rounds in a battery. Can be re-charged off a generator.
BRAVERY AND HENCHMEN
Bravery is a 2d6 roll used to determine the how an NPC in the Wilderness or Troll World reacts to the characters, how well they do when trying to recruit henchmen and is also rolled as a special Save by NPCs in dangerous situations. Characters with a bonus to Bravery checks can spend their turn bolstering NPC morale and give the NPCs their bonus to Bravery Save. Bravery Saves are rolled on a 2d6 under the NPC's Bravery Score.
Reaction Roll
Henchmen Roll
roll
reaction
roll
reaction
2-3
Attacks
2
Refuse, insulted (other potential henchman snicker, future
rolls to recruit are at -1)
4-6
Aggressive, re-roll next round at -4
3-5
Refuse
7-9
Cautious, re-roll next round
6-8
Roll Again
10-11
Interested, re-roll next round at +4
9-11
Accept
12
Friendly
12
Accept, Impressed (Henchman has +1 Bravery)
Henchmen
Every Trollomancer can hire 2 Henchmen unless modified by a Trai. They usually take a quarter of your XP and Yen from the rewards. They have Two Traits (d6 and d8), a Background, and are treated as Lamentations of the Flame Princess Fighters (4 in 6) or Specialists (2 in 6). They begin with 6+d4 Bravery Score and must make a Bravery Save the first time they see you transform into a Troll, when forced into what may seem like certain death and when they feel you've betrayed them (at -2). Failing the Save means they break, but may not be totally out of the party/disinterested in helping you anymore. They gain 1 Bravery per level, to a max of 11. Other NPCs will also roll their Bravery Save when they fear for their lives, etc.
Healing
You restore your level in HP a day without serious bedrest. If you can get relatively good rest in a night, re-roll HP and if the result is higher, take that as current HP.
Occasionally, by busting open oil drums, crates, cardboard boxes and the like you can uncover an apple, banana or other fruit (+d6 HP when eaten) or a full-on steaming, turkey dinner (+2d6 when eaten). Eating a human is also super healing and lets your restore your health as if you'd had a good nights rest.
"Magic" Items
These come in two varieties, 1 use and 1/use/session. The former can be had on the black market for about 100,000 Yen a pop, the latter have to be found or stolen.
*Hanshin Tiger Cleats - Next successful thrown attack in human form is a critical hit.
*Sneakers/Shoes/Heels of Sneaking - Make a Save to Move Silently and Hide in Shadows (if failed you only do one of the two).
*Sneakers/Shoes/Heels of the Fleet - May make an extra in one part of this round (ie, may move twice or attack twice, etc).
*Sneakers/Shoes/Heels of Jumps - May leap half your movement speed vertically or your entire movement speed horizontally
*Jacket/Coat of the Bullfrog - Expands enormously, knocking over anything within 10' (if target is large or not in melee with you, they get a Save v Breath Weapon)
*Jacket/Coat of the Snake - During an enemies round, may dodge one attack (may be delcared after attack die has been rolled but must be declared that same turn)
*Jacket/Coat of the Ox - Attack does an extra die of damage
*Jeans/Pants/Nylons of the Kangaroo - Kicks do an extra die of damage
*Jeans/Pants/Nylons of the Rattlesnake - Shake your ass and kick someone to render them incapable of action the next round
*Jeans/Pants/Nylons of the Python - On a successful grapple dealing an extra die of damage
Troll World is a bunch of dungeons slapped together. Some of the trolls hate other trolls.
Find the lost Reactor 2 and climb down one of the stacks to discover the Lost Land (X1: Isle of Dread). Is the secret to the defeat of the Trolls here?
(in case it isn't clear, Trolls are basically any old monster you want to use. GM will determine what strain you get from defEating it.)
image credits: Akira, Biomeat, Devilman, something from Dennou Coil and then Yusuke Matsumoto/Mitzvah Official anthem of Troll World