Showing posts with label Sci Fantasy. Show all posts
Showing posts with label Sci Fantasy. Show all posts

Thursday, February 20, 2014

Things you find in Trollworld ("Magic Items," Reaction rolls Drugs)



More trollworld stuff. Here are the original encounters. Sometimes the rolled reaction on that table feels a bit off, so there is the below instead, using the LL/B/X reaction roll as its basis.

Unless otherwise specified, the NPC wants...
(roll 3d6 & d20; 2 of the d6 are used for the reaction roll; condition escalates on an “unfriendly” or otherwise hostile NPC reaction; if you choose the “escalate to the below” you can pick from the next entries escalation options - try to only do it once and only when the existing options feel stale, but it should work barring you work your way through the whole thing)
(in a bad part of town)
roll
NPC... (d20)
roll
details (d6, if necessary)
escalate
01-02
needs directions but seems otherwise OK
1-3
to somewhere nearby, but the path is dangerous (might see their corpses later)
is really a post for a pickpocket OR is a pickpocket OR escalate to the below
4-5
to somewhere in another district, through checkpoints (might see them on the news later)
6
to somewhere secret/hidden
03-04
asks for spare change, has palsy or seems freaked out by something/on the lookout
1-6
7 less this number of people in torn jeans and puffy jackets and plastic sunglasses unless otherwise specified
if less than 4, one is a leader with a d8 TD, if 1, d8 TD and +1 level/HD
protagonist casing you to mug you once it gets dark [if dark, about to mug you] OR pickpockets OR escalate to the below




05-06
asks for/ is selling food, looks nauseated, weird, wide eyes*
1-3
food for the whole family (week's rations, if selling, is irradiated)
gang of hungry punks will jump you when you're rummaging through your pack OR any food you have a day later is covered in strange, toxic fungus OR escalate to the below
4-5
just something to tide you/them over (day's rations)
6


needs/is selling troll meat, raw for 2-3 large coin; if selling, will tell you it's beef or calamari (depending on source)
07-08
asks for/is selling drugs, alcohol, cigarette, or other controlled substance*
1-3
if buying, they can only pay in IOUs payable by a local gang lord, if selling, it's toxic (Save v Toxicity or lose a TD of endurance until you get it out of you; hell mode – reduced to bloodied Endurance until you get it out of you)
NARC working for the Wolves OR protagonist working for the Black Market, is protected OR escalate to the below
4-5
is currently high on Ghoolies and will use that to affect (is super interested in you getting high with him right now)
6


50/50: pays double, sells for half but will come to collect it later when you're passed out OR pops a Tetsuo as soon as you bring out your wallet. Look out.
09-10
asks for medical attention or is selling med bots/patches*
1-3
is woozy, sick looking, pale, rings around eyes
dies in d4 rounds, horribly, loudly OR dies in d4 rounds, horribly, birthing wandering monsters from a wandering monster table, in the Wilderness number (yeah, that many) OR med bot it has or is used on it explodes for 2d6 burst damage OR escalate to the below
4-5
Throat is black and/or eyes red (Ghoolies OD – something a med bot won't fix)
6


Blood-splattered lab coat, maybe be missing hand (if needs attention)
11-12
asks for/is selling troll parts*
1-3
d6 pounds of troll meat, triple price
NARC OR Troll in disguise, looking to entice you and eat you OR escalate to the below
4-5
d10 pounds of troll meat, double price
6


whole specimen (goblin, orc or kobold)
13-14
needs/is selling weapons or armor*
1-3
needs/is selling cheap stuff, low tech and lots of it or just one military-restricted weapon (bombs, firearms, lasers)
NARC with Wolf backup OR Market Operative with Kewtieloli in tow OR escalate to the below
4-5
needs/is selling
6


Selling/Looking for something rare/ornate and super expensive, hard to find. You'd need to steal something like this to get it and whoever had it probably is looking for it.
15-16
needs escort/protection*
1-3
wounded man or woman, clutching child
Nobody, but needs to get out of town quick (Wolves show up in d2 turns) OR fleeing Experiment (Experiment claims the NPC has wronged it or wants to eat it) OR escalate to the below
4-5
runaway from Sex-domo in ruined clothes, bruised
6


walking bomb, is super frantic and may explode at the start of any combat encounter as if a fireball cast by a M-U of a level equal to the highest enemy HD (max 7). Bomb can be extracted, killing the bomber. They have no idea where they got these surgical scars, they just know they HAVE TO GET TO THE POLICE STATION.
17-18
your money or your life
1-3
clearly strung out
There are d10 of them OR d6 and a leader with +1 TD Endurance and +1 Attacks OR escalate to the below
4-5
gore stuck in their teeth, likely a cannibal gang or decoro punk
6


rich kids, slumming it (50% chance they'll kill you no matter what, for fun)
19
needs contraband
1-3
promises to serve party as henchmen if they can get what they need
Will try to kill the party the first chance they get OR is sincere but human bomb, programmed to blow once they get the item OR escalate to 1
4-5
as above, slits palm and swears obedience
6


Will hire the party and pay twice its street value as long as word doesn't get out
20
Add a second NPC roll to the mix, and re-roll here once again (20s are now 19s).
*don't feel like choosing? Evens are needs, odds is selling






NPCs
The below assumes 1- or 0-level
Trollworld Citizen
d4 TD, Def 10, Saves 18, 120', d2 loot (d4 loot if wageslave)


Scientists
d4 TD, Def 10, Saves 18, 120', 1 of: 3/6 Science or 4/6 Tech or 3/6 Chemistry, d2 loot


Protagonists/NARCs
d6 TD, Def 12, Saves 16, 120', 2/6 Stealth, Backstab (+2 to hit from stealth, critical strike on hit), Pistol (NARC only), d4 loot, advances as Rogue

Pickpockets
d4 TD, Def 10, Saves 18, 120', d3+1/6 Pickpocket, 2d2 loot


Kewtieloli
d6 TD, Def 15, Saves 16, 120', Backstab and 1 advancement from Kewtieloli advancement table, d6 loot


Market Operative
d8 TD, Def 18, Saves 14, 120', +1 Attacks, Lamellar Hi-Impact Armor under kimono, 1 of some kind of contraband drug, Walkie-Talkie, d8 Loot


New Nova Wolves
d8 TD, Def 16, Saves 16, 120', 2 advances from Fighter Advancement table, Walkie-Talkie, Pistols, 2d2 loot, pack travels in groups of 2d6

New Nova Alpha
d8 TD, Def 16, Saves 14, 120', 6 advances from Fighter Advancemnt table, Walkie-Talkie, Sat-Phone, Pistol with scope (+1 Attacks when holding attack), Security Codes, d6 loot

Experiment
d4 TD, Def 12, Saves 16, 120', treat as Trollomancer with 2 advances, is naked or clothed in rags

















STUFF TO SHOOT, STUFF TO EAT
Troll meat
Random monster parts contraband. Save v Toxicity when eating or lose d4 Endurance. Fail by 4 or more and decrease your TD by 1 size. Hell Mode – immediately re-roll Endurance.

Momomo
(Romaji: s-peach-u). tech/fruit/troll hybrid contraband. Eat it and hold the pit under your tongue; you can then speak one sentence and anyone listening can understand you. You have to say, “comma” or the like or the momomo won't understand and to end the effect, spit out the pit (period).


Good food
Any food that's not rations and doesn't come in a can, wrapper, etc. Any of the food joints other than Grocery-Chan sell probably awesome food (costs 2-4 times as much). If it is awesome, +1 TD when you sleep and roll to restore Endurance tonight. OR +2 on your next save v death (“you need to try it one more time”).


Frankenstein
Pill from ground Troll teeth, contraband. Upon consumption, you gain 1 of the following (d6): 1-2: double Endurance for a turn/Round, lost End is halved at end, 3-4: can ignore 1 save for a turn/round, 5-6: can automatically crit on first hit; and also 1 of (d6): 1-2: terrified of fire (automatic Morale check at -4), 3-4: hates flowers (berserk beeline for one to stamp it out, throwing anyone in the way aside, ignoring all danger), 5-6: cannot speak or understand speech. When taking more than 1, roll Save v Toxicity – number taken in the last 24 hours or gain all affects, penalties and go NPC for a full turn/10 rounds. Hell mode – transformation is permanent unless you can make a successful save v Toxicity at no penalty at the end of the session/start of next.


Tetsuo
A whole cocktail of pills in a pill bottle, to be swallowed at once, really, really illegal contraband. Save v Toxicity. You can do your TD in burst 1xthe margin of save as force damage. Save v Mind-control +2. If you fail your Save v Toxicity, you've got d4 round to swallow a bunch of Kaneda (Esper neutralizing drugs) or start blasting any living thing in sight until the end of the session (at which point the drugs wear off).


Yomi
Powdered shard of necromantic power, cooked and injected, super illegal magical contraband. Site of injection turns hard, red, almost like a ruby. When alone, you'll be visited by a strange child of the opposite gender with teeth lacquered black. The child asks you about your dreams and fears. Whenever you fail a save that would leave you dead, you can draw instead on the power the child offers and re-roll the Save, +2. On a failure, you die and return as a ghoul. On a success, you are miraculously alive, gain Saves v Demons -2d4. On each subsequent re-roll made in this manner, the bonus to the re-roll is increased again by two and the penalty decreased by 2d6. When your Save v Demons falls to 1 or less, something bad probably happens.


Kazuhiro/Kokuinchuu
Holy worms, religious contraband that looks similar to heart worms (writhing, pale, mesh). When applied to the skin, grants 1 Magic-User spell of the first complexity and Saves v Toxicity -2. Larger portions increase spell complexity and penalty to toxicity. Penalty disappears at the end of the session in which the spell is cast.


Ghoolies
Sugared undead skin jerky, religious contraband. First living thing you touch other than yourself is paralyzed. Save v Necrosis or you suffer from an OD. OD's come in three stages: failed save: throat turns black – conspicuous, but that's it; save failed by 3 or more: eyes bleed, turn bright red, make another immediate save or die and come back as ghoul.


Pistol
Projectile weapon. Military only. Range as crossbow. TD damage, on a hit, damages mundane armor (reduces AC by 2, AC reduced to no bonus is destroyed)


Laser Rifle
Beam weapon. Military only. Range as long bow. Requires battery pack, uses 3 charges a shot, hits multiple enemies in cluster.


Battery Pack

Must be carried in lieu of a backpack. 9 charges. Takes an hour and a good power source to restore 1 charge (grotty power sources require a Save v Electricity for each charge or the thing shorts and you lose all charges [on a 1, the pack is fried])

More later

attributions: Akira, , Kiwi-RGB

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

Saturday, December 14, 2013

Troll World

THEN
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)
4 the weeper infravision (then: all-around vision, x-ray vision 1/session, x-ray vision 2/session, true sight 1/session) 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


EXPLORING
Outside of New Nova it's a wilderness exploration. Use the Planet Pyschon weird encounters from the fantastic elfmaidsandoctopi.

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

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