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Trollkin Genius (Troll)
In the First Age, after the defeat of Chaos, all the races of the Man Rune formed the Unity Council, which presided over an age of first peace, then of killing and eating horse-riders. Then some of the council (Elves, Dragonnewts, Stupid Humans) decided the SUN was not enough light, no, they needed to break the Great Compromise and create a GOD OF LIGHT. There were already WAY TOO MANY Gods of light. So those ignorant punks decided to create Nysalor, who was an evil scumbag. Then he smote our mother, Kygor Litor, tricking her into eating him, then burning his way out, Yelm-style. Henceforth Troll women gave birth to us, the Enlo, called 'Trollkin' by other races. Cragspider half-fixed the curse, probably because she is only half-troll (and half-spider), and now half the time you get a dark troll or a cave troll and half the time you get us, the Enlo.
We're treated like garbage, yet like all trolls, we instinctively obey our mothers, even when they're mean. Then again, every troll but us is mean. We can't be mean because it gets us killed. Enlo vary greatly in competence and you're one of the very smartest. So you get trusted with jobs most Enlo would never get, like counting bags of grain or stacking the corpses for salting and smoking for later consumption (most trollkin would try to eat them and get sick because they ate too much).
And now you've been given an incredible task - go scout out the other races and report back! Everyone underestimates a trollkin. Even ducks, who are the human equivalent of trollkin, look down on you and that's low. But you're smarter than they are, to be honest, you're pretty sure you're smarter than most trolls, so you are the man for the job.
If you encounter any Troll priestesses, you are supposed to obey them as best you can without compromising your mission, which is a *secret*, which means don't tell other people. Publically, you are, like many trolls, initiated as a lay member of the cult of Kygor Litor. But you actually have been covertly initiated into cult of Subere, who keeps the secrets of the trolls, and so you must keep them too!
You can be male or female; trollkin aren't allowed to breed, and otherwise it doesn't matter, really. Does it?
Take this playbook if you want to dig into an alien mindset and be cunning, weird, and sneaky.
Pick your Attributes
You have Wits +2, Charm +1, Might -1 and can either take:
- Grace +1, Magic +0
- Grace +0, Magic +1
- Your Hit Points are 8 + Might.
- Your Base Damage is d8.
You start with all the Basic Moves and Pick Three off the list below:
- Cringing Begging: When you desperately beg and whine and cringe and plead for mercy, roll +Wits for Smooth Talk instead of Charm.
- Darkness: Roll + Magic. On 10+, you are shrouded in darkness until the end of your next turn; you gain +2 to any Defy Danger checks which would be aided by people not seeing you. On 7-9, as 10+ but your darkvision is on the fritz and you suffer -1 to any actions other than Defy Danger while in the darkness if *you* would need to see. On a miss, you suffer -1 to all actions until the end of your next turn as you blunder around in the darkness.
- Eat Foe: When you take an action to eat a fallen foe, roll +Magic. 10+, you heal 1d4 Harm and gain +1 on your next action. 7-9: Choose one of those two results. 6+: You get indigestion and a -1 on your next action.
- Extract Secrets: When you use Read a Person, you can ask the following questions:
- What do you most fear?
- What is your biggest secret?
- What is your secret which trolls would most like to know?
- What is your secret which would get you in the most trouble if revealed?
- Keen Mind: You get +1 Wits (Max +3).
- Natural Supporter: You have Advantage on Aid Another checks.
- Tougher in Darkness: When you Defy Danger at night or in darkness, you can roll +Might instead.
- Trollkin-Style Fighter: when you go into battle, roll +Wits. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1 forward. During the battle (during your turn, but without taking your action), you can spend your hold 1 for 1 to:
- You steal a non-worn item from a foe within Intimate or Hand range (you can steal out of their pockets or even a held item but not something worn like jewelry, clothing, or armor)
- A foe of your choice within Near range falls down and drops everything they are holding
- A foe of your choice is blinded until the end of your next turn.
- A foe charging you trips and impales himself on his own weapon, inflicting Harm on himself as if he struck himself deliberately.
- Avoid all harm to yourself from an incoming attack.
- Be Ignored: The caster may spend 1 hold to prevent someone noticing he is where he shouldn't be. He can spend 3 hold and effect a group of people.
- Dark Transport: Spend 1 hold to move to a location in darkness within five miles. Spend 3 hold to return to a troll stronghold you know of within 100 miles.
- Eat Anything: Spend hold to eat anything that you can fit in your mouth that isn't magically indestructible. You are limited by stomach size, though you have a big one. If used on a living creature, you inflict 1d6 Harm.
- Parry: The caster may spend 1 hold to negate an attack on himself.
- Smite Chaos: Spend hold to gain +2 to any action against a Chaotic creature.
Unlike normal Trolls, you have to wear armor, but HEY, you have a suit of lead armor worth 1 point of protection because your priestess boss sees you as valuable! Also, unlike normal Trolls, you don't need sunglasses, you can handle normal light, *and* thanks to your goddess, you still have normal darksense. There's a win. But you're too weak for any kind of big, tough weapons.
Troll Gear (pick three):
- Brace of Daggers : (Intimate/Hand? Thrown-Close). You can Conceal a single dagger on yourself but not the whole brace.
- Brace of Javelins : (Thrown-Close 1-Piercing)
- Hand Axe: (Hand Throw-Close)
- Horn Dagger: (Intimate/Hand? Concealable)
- Mace : (Hand Bruiser)
- Short Spear: (Hand 1-Piercing)
- Wooden Shield: (Intimate/Hand? 1-Protective)
- You're not strong enough to wear 2-point armor, sorry! No one makes it for little Trollkin, anyway.
- Bag of Clacks: You can use this once per session to generate a point of leverage to persuade people or as a point of wealth to buy something.
- Bag of Edible Rocks: These rocks have been carefully treated so even weak Trollkin teeth can eat them. If you need FOOD, roll +Magic: 10+: You are fed for the day on yummy rocks; you gain +1 on your next rolled action. 7-9: They keep you alive but taste lousy. 6-: Ugh, they went down wrong and you feel terrible. -1 ongoing the rest of the day but you don't need other food.
- Goggles of Subere: These goggles improve your vision; you can see 8* as far clearly, and grant +2 to any Wits check to notice something.
- Healer's Bag: These edible herbs can be used once a session to heal up to 1d8 Harm or remove a disease or other ongoing condition.
- Agent of the Cult of Subere: You send back periodic reports to your priestess on conditions in Sartar, and in return, she supplies you enough wealth to get by. Further, once per season, you can try and tap the spy network for information: Roll +Charm. 10+: Ask three questions below. 7-9: Ask one question. 6-: Ask two questions but one of them, the MC will lie to you.
- What are the Dragonnewts doing lately?
- What are the Lunars doing lately?
- What are the Mostali doing lately?
- What has a tribe of your choice been doing lately?
- What has been going down back home lately?
- What is a good place to get loot here in Sartar?
- Clan Secret Agent: Orlanthi pretend not to spy but you know better; you are employed by a clan chief to act as eyes and ears for him. Each season, roll +Wits. On a 10+, you gain 2 leverage. On a 7-9, you finagle one leverage. On a 6 or less, you just barely justify him giving you room and board.
- Tavern Keeper: You know the secret of Troll Beer. Everyone comes running for it. So you run a tavern. Each season, roll +Wits. Add +2 in Dark Season (more people have time to get drunk) and -2 in Fire Season (everyone is off on raids or recovering from injuries) On a 10+, you earn 40 silver. On a 7-9, you earn 20 silver. On a 6 or less, you break even.
Once you earn 5 XP, you can buy an advancement.
- Add +1 to an Attribute which is 0 or higher, to a maximum of +2
- Take another move from this playbook
- Take another Basic Magic move from this playbook
- Switch your Background to a different one from this playbook
After you have leveled up five times, you may take an advanced improvement for every 5 XP you earn.
- Get +1 to any Attribute, max +3
- Change to a different playbook
- Learn 2 Moves from this playbook
- Learn 1 Move from another playbook
- Learn 2 Basic Magic from this playbook
- Learn 1 Basic Magic from another playbook
- Erase one luck mark from your playbook