TROLL-BLADE
PLAYERS GUIDE and CHARACTER SHEET
ABILITIES : Each character has 6 abilities. They are:
Strength (STR), Dexterity (DEX), Endurance (END),
Intellect (INT), Willpower (WILL), Charisma (CHA)
ABILITY VALUES : Roll 1d6 + 12 for one ability. Roll
2d6 + 6 for another two abilities. Roll 3d6 six for each
of three additional abilities.
DICE VALUES : Check the table below to determine.
y
Hit Points (HP) per Rank. Compare END to C.
y
Damage inflicted with hand weapons. Compare
STR. A = small weapon, B = medium weapon, C
= large weapon.
y
Damage inflicted with missile weapons.
Compare DEX. A = throwing weapon. B = bow.
C = crossbow.
y
Damage resistance (DR) from wearing armour.
Compare END. A = leather. B = chain-mail. C =
plate-mail.
y
Deflection bonus (DB) when using a shield.
Compare DEX. A = small shield. B = normal
shield. C = large shield.
y
Combat bonus (CB) melee = RANK + 1 for
every 2 points STR above 10.
y
CB missile = RANK + 1 for every 2 points DEX
above 10.
ABILITY
6 or less
d2
d4
d6
7 to 10
d4
d6
d8
11 to 14
d6
d8
d10
15 plus
d8
d10
d12
EQUIPMENT WEIGHT :Each character can carry #
items = STR. Items listed as A, B or C = 1, 2 or 4
items respectively. 50 coins or 10 arrows/bolts = 1
item.
EQUIPMENT COST : Each character has 3d6 coins
to purchase items. Items listed as A, B and C cost =
die x1, x1 and x2 respectively. Ordinary equipment
(50rope, pick axe, lantern, litre of oil etc.) cost 2
coins each.
SPECIAL EQUIPMENT : ELF ARROWS : automatic
hit of chosen target within range. 1 use only. 10
coins. WARD STONE : when broken on ground
radiates an unpassable 10radius bubble of energy
for 2d6 rounds. 1 use only. 20 coins. HOLY SYMBOL
: allows character to attempt to ward off un-living of
equal or lesser RANK. Requires an INT roll to
succeed. Un-living warded off cannot approach within
20of character for 2d6 minutes. 50 coins. ARROW
CATCHER : once broken on ground all missiles fired/
thrown in the next 2d6 rounds within 100 to be
pulled towards it and destroyed. 1 use only. 30 coins.
DEAD STONE : any character killed while carrying a
dead stone regains 1 HP for 2d6 rounds. The
character only awakes upon reaching 1 HP. 1 use
only. 40 coins. HEALING POTION - automatically
heals 2d6 HP when drank. 20 coins.
TASK ROLLS : Anytime a character wishes to
attempt something such as climb a wall or outsmart a
guard or whatever, choose the most relevant ability
and compare its value to the difficulty of the task at
hand. If the difficulty is HIGHER than the ability,
SUBTRACT the difference from the ability. If the
difficulty is LOWER than the ability then ADD the
difference to the ability. This is the number that must
be rolled EQUAL or LOWER than on a d20 in order
to succeed. Generally tasks are rated as 5, 10, 15, 20
and 25 for easy, normal, hard, very hard and nigh
impossible tasks, respectively. If something calls for
a task roll without giving a difficulty then the attempt
has a difficulty equal to the abilitys value.
TASK PENALTIES : A character has a task penalty
(TP) to STR and DEX rolls depending on what he is
carrying and wearing. The TP total to both equals -1
for Chain-mail, -3 for late mail and an additional - 1, 2 and - 3 for carrying half, three-quarters or total
number of items allowed (round up).
HAND-TO-HAND COMBAT : In hand-to-hand
combat both parties roll 1d20 and add their CB
(melee). If either side is using a shield then roll the
shields DB at the same time and subtract that from
the opponents roll. The highest score wins. After
damage is rolled the opponent may make a DR roll
which either deflects ALL the damage by rolling
EQUAL or HIGHER than the damage roll or NONE
at all by rolling lower. Death occurs at 0 HP.
MISSILES :To hit a target with missile weapon roll
1d20 and add their CB (missile). This must roll
EQUAL or OVER 10, 15 or 20 at close, medium and
long range respectively. This distance in yards equals
the difficulty number for thrown weapons. For bows
and crossbows the distance is the difficulty x2 for
close range , x3 for medium range and x4 for long
range.
HEALING : characters heal 1 HP every 24 hours or
1d4 HP ever 24 hours of FULL rest with a cost of 1d4
coins per day.
ACTION POINTS : each character begins at RANK
1 with 1 action point (AP). A spent AP allows the
character to make his next roll TWICE. The highest
roll is chosen. APS are recovered 24 hours after the
AP total = 0.
ADVENTURING :
FALLING - suffer 1d4 damage for a 10fall, 2d6 for a
20fall, 3d8 for a 30fall etc.
JUMPING DOWN - a DEX task roll taken at a
difficulty equal to half the drop in feet. Halve the
damage if successful.
DROWNING/SUFFOCATION - take cumulative
damage per round.
POISON - effects characters for 3d6 hours. An END
task roll each hour is required to avoid losing 1d4 HP.
Character suffers -2 penalties to all rolls while
poisoned.
DISEASE - as POISON except replace hours with
days and an initial END roll to avoid catching it.
DEVELOPMENT : each character goes up a RANK
at the end of each adventure and in turn gains (A) an
additional die of HP (B) gains an additional AP and
(c) may increase his lowest ability score by 1. This is
accompanied by a cost of 10 coins x RANK which
covers day to day expenses such as study, training,
equipment repair, rent etc.
NAME ___________________________________
STR_____RANK_____AP_____TP_____HP_____
DEX_____CB (melee/missile)________/________
END_____ARMOUR_______________DB_______
INT______SHIELD________________DR________
WILL_____WEAPON/damage___________/______
PRE_____MISSILE/ damage____________/______
EQUIPMENT_______________________________
__________________________________________
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