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MUTANT TROLLS
Post Apocalyptic Fantasy World where the source of all magic is
genetic mutations and Psychic powers.
RPG Rules System & Campaign Setting.
Intended on having a classical “Warpspawn” Feel to it.
PHYSICAL MUTATIONS
Anything is possible.
Here is a list of starters:
Strong
Ugly
Short
Hairy
Thin
Big
Dumb
Wings
Tough
Living Dead
Breathe Fire
Enhanced Vision
MENTAL MUTATIONS
Create Illusions
Telekinetics
ESP
Sentience
Pyrokinetics
Flying
Regeneration
Telepathy
Control Dead
Healing
Death
DENIZENS
Note that all Monsters and Creatures are mutant versions of
Humans and other “normal” plants & animals.
Pure Strain Humans (No Mutations)
Sorcerer (Strong Mental Mutation)
Wizards (Multiple Mental Mutations)
Dragons (Lizards: Big/Strong/Tough/Wings/Breathe Fire)
Vampires (Living Dead/Flying/Regenerate/Tough)
Necromancer (Control Dead)
Zombie Master (Living Dead/Control Dead)
Liche (Living Dead/Mental Mutations)
Halflings (Short)
Elves (Thin)
Dwarves (Hairy/Short/Tough/Strong)
Gnomes (Short/Hairy)
Orcs (Ugly/Dumb)
Goblins (Short/Ugly)
Ogres (Strong/Big/Ugly/Dumb)
Trolls (Strong/Big/Ugly/Regenerate)
Sapient Swarms (Sentience)
Carnivorous Plants
BACKGROUND
The Mutations were caused by waves of radiation from a
nearby Super Nova over 10,000 years ago.
Some current Religons recognize “Men” as the “original” species
changed by the Fiery wrath of Heaven.
TECHNOLOGY
Current Technology is pre-industrial.
There are several ways that magic Items are created:
Alchemists use the remains of other mutant organisms.
Artificers alter the molecular structure of matter.
Enchanters imbue items with Psychic powers.
Sample Alchemy Items:
Troll Skin Armor (It regenerates of course!)
Potion of Healing
Sample Artificer Items:
Sword of Sharpness
Orb of Brightness
Sample Enchanter Items:
Arrow of Slaying
Wand of Fireballs
INFLUENCES
D&D
Gamma World
Snarf Quest