It is a time-honoured tradition for would-be heroes to go troll hunting. After all, why shouldn’t heroes be the bulwark against these horrid giants? Like their cousins the ogres and orcs, trolls are famous for their desire for human flesh. A troll’s mountainous cave is filled with the bones and remains of all kinds of beasts and men, and what you can see from a troll’s limited intellect, it seems overly proud of its grisly hoard.

What makes trolls a fearsome prey to hunt is their renowned ability to heal from even the worst wounds. They don’t have the intellect to use magic, but it is innately in their blood, causing them to be in a constant state of regeneration. Their one weakness is fire. The element is anathema to their blood magic, cutting through them like a hot knife through butter, and stopping their regeneration in its tracks.

Combat70Social30
Explore35Mental30
P. Wounds5M. Wounds2

Perk: Regeneration: Spend a Sigil to reduce the severity of a Wound by one step. A minimum of five Sigils must be spent at once to reduce a Destroyed Wound to Grievous level.

Quirk: Elemental Weakness: Your GM selects one of the four elements. Whenever you receive a Wound involving that element, the severity of the Wound is automatically increased by one step. Additionally, Wounds caused by the selected element cannot be healed through magic, Sigils, or anything other than time.

Equipment: A creature closer to beasts than man, the Troll wears no armour and bears no weapons. Its claws and tusk-like teeth are more than enough for most foes, and with the accumulation of gore and blood that soaks both of these natural weapons, they deal an additional Minor Wound whenever they inflict a Physical Wound.

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