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Showing posts with label Super Beings in TnT. Show all posts
Showing posts with label Super Beings in TnT. Show all posts

Sunday, January 13, 2013

Super Beings in the T&T Universe: Part 7

Super Beings in the T&T Universe by 'Mad' Roy Cram

Professor Whenn and Yorrdamma Vrash are doing research on entities of the Troll World that possess unusual or extraordinary talents and/or abilities which make them superior to ordinary beings. If anyone has comments or questions they may trollmail Yorrdamma Vrash via Trollhalla, who will be happy to respond to any inquiries.


Gregor Gilliman


Gregor Gilliman is a fellow six feet tall and weighs about 220 pounds.  He is pretty much completely bald and hairless. Otherwise, he looks and acts like a normal human. Gregor is always found working on boats or in businesses that trade near the water. He does have a slightly fishy smell about him, and has a good appetite for seafood of all kinds. He is a reclusive sort of fellow in his private life, but is not unfriendly. His strange ability is that when he gets really wet, he turns into a Gill Man, like the famous Creature from the Black Lagoon. He has to get under cover quick when it rains! And, when he dries out, he becomes his inoffensive human self again. He guards his secret other self diligently. He can’t remember his real parents or where he came from. He was raised by a family of Fishermen who found him floating down the river in a reed basket. In his gill man form he is a legend and a terror to the river pirates. These evil brigands killed his family, and he hunts them down at night, taking them one by one off their boats or bases. He likes the Trident and Dagger as weapons, and his powerful clawed hands and feet get two dice each (8 total) in the water. He is a powerful swimmer (+6 talent) and has gills. He can breathe on land as well, but if he stays out of the water until he dries completely, he becomes a man again. In his gill man form he can summon water creatures like snapping turtles, alligators, fish, eels, and water snakes to help him. His scaly skin takes ten hits like armor. In the water he is hard to grab because his skin is slimy.

Attribute    Man Form    Gill Man
ST               12                   30
CN              16                   40
IQ               14                   14
WZ             20                   20
DX              12                   20 (only in water; otherwise 12)
SP               15                   30 (only in water; otherwise 15)
LK               20                   20
CHR            10                   Terrifying
Combat  adds  11            52

Copyright © 2013, 'Mad' Roy Cram

Sunday, August 5, 2012

Super Beings in the T&T Universe: Part 6

Super Beings in the T&T Universe
by 'Mad' Roy Cram

Professor Whenn and Yorrdamma Vrash are doing research on entities of the Troll World that possess unusual or extraordinary talents and/or abilities which make them superior to ordinary beings. If anyone has comments or questions they may trollmail Yorrdamma Vrash via Trollhalla, who will be happy to respond to any inquiries.





The Soluna Armor of King Euberon

Long ages ago the great Lord of the Sheedhe Elves invested a great deal of his power into the production of a wonderful suit of magical armor called the Soluna. It was forged by the best of the finest Elven smithies, and enchanted by their most powerful mages, and it was indeed a marvel. It could absorb up to 200 points of damage per combat round, and was a light as a simple suit of silk clothing. It made its wearer immune to all forms of mental magic or control, and protected him from both fire and cold based magic attacks. During the day when exposed to the sunlight it radiated dazzling light and heat that blinded all who looked at it and scorched all who approached it. At night it radiated a dreadful freezing darkness that blinded all but its wearer, and froze its enemies. It made King Euberon invincible in battle and he and his Sheedhe Elves conquered all the lands about them and drove their enemies into hiding.  This reign continued until the Winter Queen of the Sheedhe poisoned the King and stole his suit of armor. But before she could learn all its secrets and use it herself, Tithania, the Summer Queen and consort of Euberon, came with all her forces to recover it. A great war raged with many terrible battles, and, in the end, the two warring wizard queens only succeeded in dividing the wonderful suit into two suits: the Solar Suit and the Lunar Suit.  Each suit had its own unique abilities, but both were lost to the Sheedhe who were so weakened by the internecine strife that their enemies were able to invade the Sheedhe lands and overthrow them.

Both suits have had a checkered history since those days, passing through the hands of many Lords, Wizards, and other powerful beings.  Each has some of its original powers, but, since the separation, there are now some significant drawbacks as well, as follows.

The Solar Suit only functions during the daylight hours while the sun is shining on it.  During this time it can take 100 points of damage per combat round, and is light as an ordinary suit of silk clothing. It protects the wearer from mental magic and from fire based spells, but is vulnerable to cold based magic. While in the sunlight it glows with a blinding radiance and emits powerful heat. It is brightest and hottest at noonday, waxing as the sun rises, but waning as the sun sets. While in the armor during the daytime, the wearer’s Strength, Constitution, and Dexterity will be doubled, but these same attributes will be halved after sundown until the dawn comes again. At night the suit becomes just another suit of gilded plate armor.

The Lunar Suit is just an ordinary suit of black plate armor during the daylight hours. But after sunset it waxes in power until midnight, when it reaches its peak potency, and then wanes until dawn, when it becomes an ordinary suit again. At night this suit radiates a darkness that blinds all but its wearer, and a field of intense cold. It can take 100 points of damage per combat round at night, and its wearer has doubled Strength, Constitution, and Dexterity until dawn, when these attributes become halved for the day.  The suit protects its wearer from all mental magic and from cold based spells, but is vulnerable to fire based attacks. It loses all its special virtues during the daytimes.

Both suits also have in common the property that anyone who comes in contact with either of them will become obsessed with having it, and will do anything to satisfy this desire. Once a person has acquired the suit, and put it on, they will not be able to part with it or take it off again. It will take a very high level Curses Foiled spell to free them from the suit’s control. Without the magical aid they will do anything to prevent others from removing them from the armor. Most of the beings who donned the suits have been undone by them, usually during the hours when the suit has lost its powers. Elves are especially attracted to the suits, and will be driven to desperate and awful acts in their frenzy to acquire and possess the suits.

Many Elf scholars and wizards believe that if they can gain possession of both suits that they can recombine them into the original Soluna Suit.  This would involve, however, a difficult quest to find the book which tells how the Soluna was made and alone contains the spells needed to put it back together again and make it whole once more. The task of rejoining the armors is also complicated in that the wearers of the Solar Suit and Lunar Suit have a strong natural antipathy towards each other.

Game Masters may find it interesting to put one or both suits into some kind of complex or tunnel matrix, and let the players (given necessary clues) figure out what they have found, and let them deal with the problems that arise when one or more of them is suddenly possessed by the overwhelming desire to own it regardless of the cost. It can also be interesting for a party of players to meet some NPC or ‘monster’ wearing one of the suits (perhaps searching for the wearer of the other), and letting them deal with the suit wearer’s paranoia (YOU WANT TO STEAL MY ARMOR!?!? DIE THIEVING SCUM!!!) or the owner’s megalomaniac delusions (I AM A GOD YOU VILE INSECTS!! WORSHIP ME!!).


Copyright © 2012, 'Mad' Roy Cram
Art free for use from http://openclipart.org/about

Monday, June 25, 2012

Super Beings in the T&T Universe: Part 5

Super Beings in the T&T Universe
by 'Mad' Roy Cram

Professor Whenn and Yorrdamma Vrash are doing research on entities of the Troll World that possess unusual or extraordinary talents and/or abilities which make them superior to ordinary beings. If anyone has comments or questions they may trollmail Yorrdamma Vrash via Trollhalla, who will be happy to respond to any inquiries.


Thunder and Lightning


Donk Bonkyu  (Nickname: Ox)


Out in the far boondocks of the Trollworld is a small village called Oggerton. The people of this little town have a reputation for being very strong and very tough. It is said that long ago their ancestors tried to establish a settlement at the foot of a nearby mountain range. Then, one dark night, they were overrun and enslaved by a tribe of Ogres from the foothills close by. For years the Ogres forced the men to slave in their fields and herd their flocks of sheep, while they held the women hostage in their caves. The Ogres also used the women to satisfy their carnal lusts, and numerous offspring were born of these unhappy unions. The children, all males, took after their sires in size and strength, but kept their human intelligence. They were treated as slaves all the same, and, when they reached maturity, they rebelled and slew their Ogre masters, and took their parents and human siblings out of the area to found the new village of Oggerton. The half-Ogres mated with human women, and in a few generations, were able to pass as humans, albeit very large and strong ones. “Ox” Bonkyu is one of these progeny.


Donk (which is his first name) is a six-foot-eight-inch tall, 400 plus pound fellow with a stocky body and long arms. His attribute stats are: STR 36  CON 40  INT 12 WIZ 10 DEX 12  SPD 11  LCK 12 and CHR 10 with combat adds of 24.  His iron body takes six hits naturally for its unusual density, and he wears leather garments that give him an additional 5 hits protection. If he is expecting trouble, he has a suit of chainmail that gives him an additional 12 points of protection. He uses a 6 dice hammer or mace in serious fights. When fighting unarmed, he gets 3 dice for each of his ham sized fists. It is said he can knock down a brick wall when he is angry. Donk has an amulet made of meteoritic iron which protects him from lower level magic. It was a gift from his grandmother who was the village crone in Oggerton.

If he gets mad or angry, he gets the benefit of a natural Double-Double spell on (you guessed it) his strength, which increases it for 5 rounds to 72 with 60 adds. He does then suffer the five round penalty of half strength thereafter.

Donk made a good racket of touring the village wrestling and fighting circuit in his younger days, and became a champion. He has a Strength +5 talent for Brawling and Grappling, and knows every dirty hand-to-hand combat trick. For all his ability to defeat the best in these not always friendly contests and trials of strength, he is a gentle giant, and a defender of the weak and helpless. Living in the city now, he works as a teamster in the warehouse districts, and, at night, as a bouncer in some of the drinking establishments. He is known to most of the other ‘supers’ in the city, and the city watch, and is sometimes called on by them when they need some serious muscle for backup.

Samos Treek (Nickname: Speedy)

Samos Treek is Donk’s best friend. His nickname is “Speedy” for his amazing ability to run. Samos' mother spent some time in the tropical areas of Trollworld, and had an affair with a charming shape changer there who was a Cheetah man. Samos came into the world 8 months later (he seems to do everything faster than normal). Now, grown up into a handsome fellow, he makes a good living as a delivery man, the quickest service in the city.

His attribute stats are: STR 16  CON 24  INT 15  WIZ 12  DEX 18  SPD 36  LCK 24  and CHR 15.  He gets 46 adds in combat. His talent is Quickness: SPD + 6 in any situation where speed or quickness will serve him. He has not yet shown any tendency to morph into a cheetah, but he can outsprint dogs and horses, and can also run flat out for up to 24 rounds without slowing down. He tries to keep his real speed a secret, but some fool is always challenging him to a race. He makes a pretty penny on the side by just barely beating all challengers. He wears 4 point silk armor for protection, but mainly relies on his quickness and natural elusiveness to avoid getting hurt. He picks his battles wisely, and can outrun nearly anything he thinks he can’t defeat in battle. He has a pair of vorpaled Bagh Nakh tiger claws which he uses very effectively in combat. He heals at twice the normal rate if injured. Three times a day he can draw on a natural Little Feets spell which doubles his speed.

Samos is a hit with the ladies of the town, and, though not yet married, thinks there may be several kids around which look a lot like him.

Ox and Speedy are called Thunder and Lightning by the other supers of the city, who call on them for help in dire circumstances. They try to help whenever they can.

Copyright © 2012, 'Mad' Roy Cram

Monday, May 28, 2012

Super Beings in the T&T Universe: Part 4

Super Beings in the T&T Universe
by 'Mad' Roy Cram

Professor Whenn and Yorrdamma Vrash are doing research on entities of the Troll World that possess unusual or extraordinary talents and/or abilities which make them superior to ordinary beings. If anyone has comments or questions they may trollmail Yorrdamma Vrash via Trollhalla, who will be happy to respond to any inquiries.




Puma Woman: Hellcat

This is the sad tale of Katlin Kloot, a poor peasant woman whose village was overrun one night by a gang of Uruks and bandits and other scum. She saw her husband and children murdered and then was sexually abused and left for dead. She woke up in the hut of the old crone who lived nearby in the forest. As the hag tended her injuries, she asked Katlin three times what she most wanted, and three times the pain and grief crazed woman could only cry “Revenge! I want the monsters who killed my loved ones!” After the third request, the powerful old witch put the spirit of a female Puma that had been slain defending her cubs into Katlin, and transformed her into a shape changer who could take the form of a Puma at will. She immediately set out in pursuit of the villains who had done her wrong and hunted them down one by one. I will spare you the grisly details of their bitter demises.

Her village gone, and loved ones avenged, Katlin then went to the city to live. She works there in various menial jobs in taverns and inns to support herself. Though she has avenged her children and her husband, the angry spirit of the Puma inside her still demands blood. So, late at night, she again takes on her cat form and goes hunting for those who would harm others, especially the ones who abuse women and children.

Her depredations have put quite a damper on late night life in the town.

Katlin is about 5’ 10” and about 180 pounds. She has black hair and eyes. She is not unattractive, but cannot form new relationships for love or friendship for fear they will learn her secret. When she witnesses any act of cruelty or meanness against any innocent or helpless person, she must respond to the beast inside her and hunt down the person who committed that evil act. But she is very smart, and never takes any risks of exposing her Puma side to any person.

Her attribute stats are as follows:

               STR    CON    INT    WIZ    DEX    SPD    LCK    CHR   Combat adds
Human   15       20        14      14       12       12      18        11             9
Puma      45       60        14      14        3        36    18      terrifying      63

She attacks with teeth and claws and gets 7 dice plus adds in combat. Her Puma pelt takes 6 hits as armor. She heals her injuries at the rate of one point per hour of rest. If her CON is reduced to zero or less she will appear dead, but will regenerate unless her body is burned and the ashes are scattered.

The city authorities have offered a large reward for anyone who can hunt down and kill the Hellcat. If Katlin feels really threatened she will flee to the woods, where it will be much harder for her hunters to find her.

She does not work with anyone else. A lonely and sad woman, but a very dangerous one if provoked.






Copyright © 2012, 'Mad' Roy Cram
Artwork is free for use clip art

Wednesday, May 9, 2012

Super Beings in the T&T Universe: Part 3


Super Beings in the T&T Universe
by 'Mad' Roy Cram

Professor Whenn and Yorrdamma Vrash are doing research on entities of the Troll World that possess unusual or extraordinary talents and/or abilities which make them superior to ordinary beings. If anyone has comments or questions they may trollmail Yorrdamma Vrash via Trollhalla, who will be happy to respond to any inquiries.

Manbat

At night, in the skies above the city, flies a dark, mysterious figure. Seldom seen, he is a presence felt by those who go about the alleys and back ways of the town on errands of evil or injustice. He is the Manbat, and he hates that men should commit crime and inflict injury on their fellows without good cause. Many a thief or mugger has come to harm at his hands, and their activities have declined since he began his silent patrols. He has left many of them unconscious in the streets for the Watch to arrest. The Thieve’s Guild has offered a reward for anyone who can help rid them of this gadfly, but so far none have been able to learn his secrets or stop him.

Years ago, in a land far away, a bad Wizard was obsessed with bats, and labored to create a race of batmen who would serve him. He managed to create a race of creatures that could change into a manbat, with wings and arms and bat senses. A rival wizard hired a group of heroes to put an end to his works and kill the creatures, but one of the youngest escaped and fled. This poor creature was not evil by nature, and took up refuge in the ruins of an old church near an abbey. He was found there by a kindly monk who tended to him and taught him, and eventually brought him into the monastic brotherhood. Now, when in his human form, Brazi Tadani (for so the brothers named him) had a large hump on his upper back. And at night he would sneak out and change and fly, for he loved the freedom and joy of it. Alas, some of the brothers that did not like him spied on him, and discovered his secret, so he was once again compelled to flee. But now he knew how to behave as a man, and he could read and write. So he came to the city, where he found work as an animal handler in the stables of the Carter’s union, and often drove a cart for them himself. When local criminals and gangsters began to shake down the Guild for ‘protection’ money, Brazi was outraged and began to strike back at the villains in his Manbat form. He lives alone in a high tower on a hill in the city, and can fly from and return there with little risk of being seen.

His attributes are as follows:


Human
STR 18
CON 15
INT 16
WIZ 22
DEX 22
SPD 12
LCK 21
CHR 7
Adds 25

Manbat
STR 36
CON 30
INT 16
WIZ 22
DEX 22
SPD 24
LCK 21
CHR 6
Adds 45


He has extremely good hearing and sight (+6 in Manbat form). With his bat sonar, he is capable of echolocation in the dark. He can summon and control bats to help him. His tough bat hide is equal to leather armor (takes 5 hits) and he wears a leather vest and cowl which give him 5 extra points protection. If injured he heals at the rate of one point per hour of rest. He is an excellent flier, and very quiet on the wing, unless he is in a big hurry. As Manbat his head becomes like the head of a large bat. The cowl lets his ears stick out as to not interfere with his hearing. When he changes, his hump becomes an impressive set of leathery bat wings. He fights with a pair of 2 dice Brass Knuckles on each fist and also batters foes with his tough wings which get 3 dice each. If he rolls 4 or more sixes, he has used the claws on his feet to rip the target, and gets to roll the sixes again and add them to his combat total. He has a natural Fly Me spell which helps him carry a man sized load (he often drops criminals in the courtyard of the City Watch building). He gets surprise on most targets on a die roll of D6: 1-5, and carefully chooses good opportunities to strike from above. In his human form he looks like a thin, 6’ 6” man with a large hunchback. He is not pretty to look at, and he has few if any friends. He truly loves his animals and takes excellent care of them (+5 Animal Handling). He can change to Manbat form and back easily at no Wiz cost. Other Supers know him and he sometimes will work with them to help if he can, but he prefers to work alone.

Other GM’s may like to play him as a bad Super, but I like to pit him against the characters who enjoy playing monsters or thieves. Or he can be added to a group of Supers who are fighting some unusual foes.

Copyright © 2012, 'Mad' Roy Cram

Sunday, April 29, 2012

Super Beings in the T&T Universe: Part 2


Super Beings in the T&T Universe
by 'Mad' Roy Cram


Professor Whenn and Yorrdamma Vrash are doing research on entities of the Troll World that possess unusual or extraordinary talents and/or abilities which make them superior to ordinary beings. If anyone has comments or questions they may trollmail Yorrdamma Vrash via Trollhalla, who will be happy to respond to any inquiries.


Vampyres

Of all the Undead, Vampyres are perhaps the most dangerous and powerful. The old experienced master Vampyre wizard-warrior can give even strong groups of players a run for their money. Fortunately, not all Vampyres start at that level of prowess, nor do the majority easily achieve such levels. Let us begin with a general discussion of these dreaded creatures and their advantages and disadvantages.

Vampyres are made, not born. When a Vampyre drains the blood of a victim, it may either leave it to rot (in which case it may rarely return as a blood drinking zombie which has none of the Vampyric advantages, but all the disadvantages), or the Vampyre may elect to initiate the victim and ‘bring them over’. This involves returning some of the blood from the Vampyre to the victim who is then buried. On the next night the victim will rise from their grave, usually as a slave or servant to the creature who made them. Most Vampyres are not keen to create these new members of their race; they do not get along with each other in most cases, and they despise rivals. Most powerful Vampyres were powerful as humans, and the transformation to the Undead state only enhances the powers they had when they were human. The usual slave or servant Vampyre rarely has any of the significant magical abilities of the Masters, and is usually obsessed with the need to drink more and more blood. In most cases the Master will be compelled to destroy his progeny.

So, what powers do Vampyres, old or new, possess in common?  From the start, they all have enhanced attributes (STR x 2.5, INT and LCK x 1.5). As they gain experience the original value of these attributes, as well as the others, may be increased.  Vampyres are all immune to most poisons that would otherwise harm living tissues. They do not have to breathe. Vampyres have the ability to climb up or down walls like a spider. They are not effected by any spells that would effect them mentally, such as Oh-Go-Away or Yassa-Massa. Normal weapons only do them spite damage. They heal one point of damage for each point of blood they drain from a victim.

For spells, the Vampyre must learn the spell from another Vampyre or a Wizard like any other character. If the Vampyre was a Wizard before he was brought over, he will gain spells as a Wizard. Otherwise, he will gain spells as a Rogue does. Vampyres will not, and perhaps cannot, do magic involving fire of any kind. 

There are several special spells that are unique to these creatures:

OBEY-ME: is a variation of the common charm spell or Yassa-Massa. It costs 10 Wiz to cast, but the Vampyre can cast it on one person per round by simply looking into the subject’s eyes. The victim does not have to be subdued, but if the sum of his STR + INT + DEX is less than the Vampyres attribute’s total, he will become the Vampyre’s willing slave. The Vampyre can’t cast this spell while he is actively engaged in combat.

SHAPE-CHANGE: Costs 10 Wiz, and allows the Vampyre to take on the form of a Wolf or a Giant Bat. His clothes disappear when he changes, and reappear when he returns to his Vampyre form. This spell doubles his SPD, and he can do whatever the creature whose form he has assumed could do. He cannot cast other spells or use weapons or armor while in these forms.

MIST-ME:  Costs 10 Wiz to cast, and turns the Vampyre into a cloud of mist or fog that can move at walking speed, but can only be harmed by fire, spells, or sunlight. The Vampyre cannot do any harm to anyone in this form, or use any other magic.

Other favorite Vampyre spells include Hidey Hole, Little Feets, Fly Me, and Rock-A-Bye.

Vampyres can call and control rats or bats if any are about, and, in the woods, can call wolves to their aid, if any are near. The older and more powerful the Vampyre, the more effective they are in doing this.


Now for the disadvantages of the Vampyre. The Vampyre must feed frequently and can only drink blood, human (preferred) or animal. Unless he feeds at least every other day his desire for blood can drive him literally to madness. This unquenchable thirst is especially acute in the young Vampyres.

The Vampyre cannot endure direct or even indirect sunlight. In his first round of exposure, he will suffer 6+1D6 loss of CON points, and, beginning in the second round of solar exposure, he will lose the same amount from each of his attributes each round thereafter, until he gets out of the sun or is burnt to ashes. Smart characters will know to scatter the ashes as some Vampyres can be revived by mixing their ash remains with fresh blood.

A wooden stake through a Vampyre’s heart will paralyze him. His mouth must be filled with garlic, and his head cut off to kill him. If a Vampyre is decapitated, care must be taken to separate the head from the body, for if they are buried together, old, powerful Vampyres may rejoin and rise from the grave.

Vampyres must rest in the daytime in a coffin that contains at least a cup full of the soil they were buried in. They become helpless if they cannot return to their proper resting place when the sun rises. Older Master Vampyres may still fight, but will suffer a 50% reduction in all their attributes in these situations.

Most young Vampyres cannot cross any body of moving water (a stream or river) under their own power. Older Vampyres may do it, but not without some difficulty. Immersion in running water has the same effect on Vampyres as exposure to sunlight.

Vampyres, though not harmed by garlic or holy objects find them intolerable, and will not be able to approach such objects. Holy Water, however, will burn them like an acid.

Vampyres can be wounded normally by magic or enchanted weapons, or by fire. Cold based spells don’t effect them, but fire magic gets 50% more damage than normal.

Vampyres cannot enter Temples or Churches of good deities.

They also cannot cross the threshold or enter a house or home without being invited by someone inside.

Sample Vampyres


Count Rasulki Hemo was an Earl in one of the Kasar duchies, and was a student of dark magics and occult things. When political problems and an internecine war reduced him to desperate straits, he was approached by a powerful old Vampyre who offered him ‘immortality and great power’, and he accepted the offer. Rising from his tomb he found that he was now the slave of his maker. He served the Master for many years and kept his sanity until his powers increased to the point where he was able to kill the Master. That was 300 years ago. Over the years he grew stronger and wiser, until one day he attacked a pilgrim on a lonely forest road. The pilgrim was a powerful holy man, and he showed Rasulki a vision of Hell and the punishment that awaited his kind there. Horrified at the prospect of eternal hopeless suffering, the Count foreswore his evil ways and vowed to make amends.

Now he dwells in Kasar city where he seeks to root out and destroy evil beings and persons. He still needs to drink blood, but never drains a victim to the point of death, and he never attacks any good or decent citizen. He has several well hidden coffins in secure places in the city, and he is very cautious in all his activities. Let the wicked beware him though. They have put a large bounty out on him, but he continues to plague them and bring them to justice.

The Count is a 6’ 2”, 220 pound man. He is very handsome, but is also a master of disguises. He is a third level wizard, and adept at most of the spells up to that level.

He possesses a Rapier with a permanent Zapathingum spell (9 Dice + 12 adds). He wears a suit of Zaparmored Leather that takes 18 hits. He has a lot of gold and gems well hidden near his resting places.

The Count is very wise and risk averse. He does most of his hunting during the wee hours of the night.

Count Hemo’s attributes:

STR: 38
CON: 31
INT: 33
WIZ: 30
DEX: 24
SPD: 16
LCK: 42
CHR: 22
Combat Adds: 72

Though other ‘Supers’ in the city fear him and do not trust him, he does what he can to assist them when he can. He is very good at getting information, and frequently passes it on to the Watch or to those who, like him, are dedicated to fighting evil in whatever form it takes.

Tunos Ferat was a devilishly handsome and successful Rogue who was ‘drafted’ into the Vampyre community of the city, not entirely, it must be said, of his own free will. But, once he had a chance to experience his new abilities he seemed to grow into the role, and was soon becoming a major player in the group.

Then one night he tried to bite a pilgrim on his way to one of the city temples who turned out to be a Weird Holy Man. The very annoyed saint then cursed the hapless would-be blood sucker. He made him ugly as a ten mile stretch of unpaved road. All his beautiful hair fell out, he grew long and skinny, his perfect teeth formed into hideous bucktoothed fangs protruding down over his lower lip, and for a final touch he was given a body odor of amazing properties. Any human who gets a whiff of it has to make a level four saving roll on their constitution or be nauseated and blinded for as many rounds as they missed the SR by.  But worse, any vampyre  that gets within ten feet of Tunos is immediately rendered helpless.

When he tried to return to his new ‘family’, they were horrified and tried to destroy him. He was forced to flee and take refuge in the sewers of the city by day, an act that did not improve his odor problem.

No longer able to prey on victims using his former beauty, he was now compelled to prey on his former Vampyre friends, or to feed on unconscious drunks or gutter scum he could find asleep in the slums and alleys of the city. Thus he became the Vampyre’s Boogey Man. In this role, he found an ally in the person of Count Rasulki Hemo, who at least would talk to him (from a safe distance upwind), and the two shared information on the Vampyre community.

Tunos likes to leap down on victims from a roof top or ceililng, and gets surprise on his targets on a roll of 1-4 on a D6. He will only attack lone or single persons or Vampyres.

Tunos Ferat’s attributes:

STR: 24
CON: 36
INT: 16
WIZ: 20
DEX: 16
SPD: 20
LCK: 24
CHR: 1
Combat Adds: 34

He can fight with a sword or dagger, and knows the Fly Me and Yassa Massa spells. He wears cloth armor.

The GM should play him as very mean and angry. He thinks life has been really unfair to him, and he takes it out on his victims, especially on the Vampyres he destroys.



Copyright © 2012, 'Mad' Roy Cram
Artwork is free for use 
clip art

Tuesday, April 17, 2012

Super Beings in the T&T Universe: Part 1

Super Beings in the T&T Universe
by 'Mad' Roy Cram


Professor Whenn and Yorrdamma Vrash are doing research on entities of the Troll World that possess unusual or extraordinary talents and/or abilities which make them superior to ordinary beings. If anyone has comments or questions they may trollmail Yorrdamma Vrash via Trollhalla, who will be happy to respond to any inquiries.



Theriomorphs
These creatures are the shape changers or form dancers. For simplicity’s sake we will refer to them as ‘Weres’. These are entities that can change their physical form either partly or wholly into some kind of animal. The authors are indebted to mega author Jim Butcher from whose noir detective novel Fool Moon much useful information was obtained. If the reader enjoys wizard and werewolf stories, this is one of the best.

The most common form of Werewolf is fortunately one of the less dangerous kinds. These beings are humans who can use magic (the only magic they can use) to change themselves into a wolf and back to human form again. The wolf will have the same body mass as the human who assumed the animal form. All adult Werewolves will have a Wiz rating of at least 14. Each use of this spell costs them seven Wiz points. Like other magic users they regain Wiz at the rate of one Wiz per turn if resting. They don’t need to be naked to change to the wolf form, but most wear only the sort of clothing they can easily shuck off or wiggle out of because the spell that makes them a wolf does not affect what they are wearing. They will be naked when they change back to human again. The wolf gets three times its human Strength and Constitution and twice its Speed. I add these up to get a monster rating. I also give the Werewolf spite damage of one point for each five and each six they roll on combat dice. The wolf’s furry pelt is the equivalent of leather armor and takes 5 hits per round. The wolf has a manual Dexterity of three. It cannot wield a weapon with paws. If a Werewolf is defending its mate or offspring it will get double combat adds. These wolves keep their human mind while in the wolf form, but have highly enhanced senses of smell and hearing. I give them +6 on dice rolls involving either sense. They cannot speak any language while wolven. They are not affected by the moon or the sun. And they are vulnerable to harm by ordinary weapons as well as silver. Fire and magic can also hurt or kill them. They do heal at twice the normal human rate, and may heal up to one D6 of hits each time they change form. When a Werewolf is killed it should be beheaded or burned. They have an annoying habit of coming back to life if not completely destroyed.

This condition is hereditary. You will not become a Werewolf if you are bitten by one of these creatures. Though most tend to be solitary and reclusive beings, they can also be found in families, usually on isolated farms far from cities or towns. The adults will hunt as a pack at night. The children usually do not start to change until they are teenagers. Rare members may never change, but still carry the genes. Werewolves usually don’t bother people unless hunger drives them to prey on their neighbor’s livestock. In outlying areas one can find small hamlets or villages where everyone is a Werewolf. They are usually not friendly to strangers

Sometimes one of these Werewolves will get a little crazy and start preying on people. This provides some good role playing situations where a party must try and figure out who the culprit is.

Higher level Werewolves of this type may join a party in the woods or above ground, but they hate tunnels and caves. Most of them are the original tree huggers, and they will use all their abilities to help a group track down a rogue Werewolf or other creature that is making trouble for them or doing harm to the forest and its creatures. Don’t mess with their woods; they can be vindictive and very cross in these cases.

They also make good night watchmen and guards in a city setting. If you thought the junkyard dog was mean, wait til you meet the junkyard Werewolf!



A sad case of Werewolf is the poor fellow who made a high level wizard really mad and had a Urawolf spell cast on him (9th level, Intelligence and Dexterity of 54 required, 100 Wiz to cast). It turns the victim into a wolf just like the one described above. They are then stuck in the animal form until another Wizard or magic person can remove the curse or dispel the powerful magic.

This makes for some neat role playing too. If the character transformed is a player he must figure out how to make his predicament known to his comrades, and then they must try and figure out how to get him back into human form. Each week after the change, the victim must make a level one saving roll on his intelligence. Each time he fumbles or he misses one he loses one point of Intelligence. When his INT reaches 3 he becomes a wolf and remains that way forever. His human mind is gone.

Hexenwolf or Spell Wolfs are different in that they are created by an enchanted belt of wolf fur, or some sort of talisman. When they put it on, they turn into a werewolf like the type described above. They have the power to change back when they want to, but must take off the belt or talisman right away. These belts or items are given to them by magic users who usually mean no good, and always enchant them to make them do what the magician wants. Often, the one bestowing these ‘gifts’ on his pack will wear one too that makes him or her the alpha of the group. Wizards, however, can’t cast other spells while in wolf form.

One of the main drawbacks of this kind of transformation is the tendency of the user to ‘go wolf’ and just run away to the woods and stay in the wolf form until his mind is gone and only the wolf mind remains. Players should have to make a level one saving roll on Intelligence each time they transform. Like the Urawolf fellow, they lose a point of Intelligence every time they fumble or miss a roll. When their INT hits three they are done and stay a real wolf for the rest of their lives.

In the cities Hexenwolves are sometimes used by criminal groups of various kinds, and can do great mischief. Regular Werewolves of the first type above hate these creatures and will gladly help the authorities to track them down and kill them.



Lycanthropes are the classic Wolfman or Wolfwoman (fortunately rare), a human being that develops wolf like characteristics, but stays in humanoid form. These folks come from a clan of people whose tribal totem is a Wolf, and they are carriers of an angry wolf spirit put in them at birth by the Shaman. Their bite will not make you a Wolfman. In battle they change into the Wolfman form (they look the Lon Chaney Wolfman). They get a three fold increase in Con and Strength, double their Speed, but keep their Dex. Their skin gets the five point armor bonus in addition to whatever other armor they are wearing, and they can use whatever weapons they use as a human. They prefer big axes. In the Wolfman form they grow fur, claws, fangs and wolf features. They heal at four times the normal rate, and are resistant to pain or sickness. Once killed, they should be burned or beheaded, or they come back really angry. They are questionable allies because, once they go Wolfman, they will keep on fighting, and, sometimes, even turn on their own kind. They will fight until all the foes are slain. Only then do they return to human form. They are not affected by the moon or sun. They like to eat the heart and flesh of their victims.

There are other groups of these kinds of creatures. In the deep woods one may encounter Bearmen or Boarmen, in the jungles, Tigermen, and in the savannas, Lionmen and their mortal enemies, the Hyenamen.



And now we come to the King of the Werewolves, the Loup Garou. This is a person who has been cursed by a powerful Wizard, Demon King, or Fairie Queen. It is very BAD juju! The victim is possessed by a terrible Wolf Demon. Only the most powerful of spells or exorcisms can free the Loup Garou of his dreadful burden. This Werewolf receives double damage from silver weapons. Magic weapons do him normal injury, but regular weapons do him no harm. He heals at the rate of 1D6 per combat round. The Loup Garou cannot control his changes. He becomes a Werewolf only on nights when the moon is full, and remains one, until the moon sets, or the sun rises. In Wolf form he gets four times Strength and Con, and triple Speed. His pelt is equivalent to plate armor taking 18 hits per round. He becomes a mindless killing machine that will attack any and all creatures it meets. He will instinctively flee though when he feels that he is about to change back into a human again. When he wakes up he will not remember what happened during his blackouts.

If you survive being bitten by this creature, you will be afflicted with Lycanthropy as described above, but few survive to suffer this problem. Loup Garou are relatively immortal. Unless their bodies are burned completely to ashes they will come back. Eventually these wretches will realize what mayhem they are guilty of, and will flee to the farthest places away from other people. They make wildernesses very dangerous on moonlit nights. Some may have a lover or family or friends lock them up on nights when the moon is full in a secure cell, and leave there to howl out their rage, until the sun has risen again. It is truly a terrible creature and potentially a real problem, even for strong characters.

The best time to try to kill a Loup Garou is while he is in his human form. However, his demon has a 50% chance, if he is in serious danger, to turn him into the Wolfman form of creature who will make a great effort to escape and run away.


Weres seldom get along with other Weres, unless related by blood. The ones who interact with people usually only do so out of necessity. Nearly all humans and other races find them pretty disturbing to interact with. One Were per party is a good rule. Weres do make for fun roleplaying. These not-quite-real people with issues can liven up a game as their problems begin to impact what is going on. Taking on a group of Weres can be an interesting challenge too.

A really interesting adventure would be to have two groups of players, one group running a small Werewolf community just minding its own business, and the other group a gang of low level bandits and ‘monsters (See Monsters! Monsters! By Ken St. Andre) attack the village. Neither side should know what is expected. The bad guys would be expecting poor peasants and serfs. The Werewolves would, of course, do everything in their power to protect their homes and families.

Women who get pregnant with a Were (in his human form, hopefully) often have interesting offspring. These kids grow up to lead interesting lives after puberty.

Professor Whenn (channeled by Mad Roy Cram)


Additional Thoughts from 'Mad' Roy Cram on Weres

Here are some examples of Werewolves and some other Theriomorphs. I admit this is a tough one. (I cheated a little on the dice rolls) This one would be a Warden – a Werewolf who is chosen by his pack to police the riff raff and stop crazy Weres from stirring up the public against the community.

Human
STR 15
CON 17
INT 15
WIZ 14
DEX 9
SPD 18
LCK 3D6
CHR 3D6
Def 0


Werewolf
STR 45
CON 51
INT 15
WIZ 14
DEX 3
SPD 36
LCK 3D6
CHR scary
Def 5

Loup Garou
STR 60
CON 68
INT 3
WIZ 3D6
DEX 3
SPD 54
LCK 3D6
CHR terrifying
Def 18

Wolfman, Bearman, Tigerman, Hyenaman etc.
STR 51 (bears and tigers get an extra D6)
CON 51 (bears and tigers get an extra D6)
INT 15
WIZ 3D6
DEX 9 or 3D6
SPD 6+2D6
LCK 3D6
CHR scary to terrifying
Def 5

To roll up Weres I use 3D6 and like dice (doubles or triples) add and roll over for STR, CON, and SPD. I allow no value for any attribute on any Were in human form to be less than a nine.

GM’s may make allowances for lower numbers in young, inexperienced, or Hexenwolves.
Remember: A natural or common Werewolf must have a WIZ of 14 or more.

CHR values apply only to the human forms. Scary CHR means normal people will be at a disadvantage or penalty when confronting such a creature. GM’s may make their own decision on what terror will do to heroes or player characters in these encounters. Some sort of Saving Roll might be needed to avoid a penalty.

One last note: Even in their human form Weres are very fast and agile. I give them a 1D6 roll as a talent for SPD.

Copyright © 2012, 'Mad' Roy Cram
Artwork is free for use clipart