PHILIP SIBBERING

Welcome!

I've have always enjoyed tinkering with game mechanics and the Warhammer background and this page collects together various concepts that pop into my head when reading the forums. I find the best way to design anything it to chat to people and design it as you discuss it with them, getting feedback as you go and nipping any problems in the bud.

All Unofficial

The Fonn (Amazons)

'The Fonn are my version of Amazons based on the Warrior Women of Dahomey and the Fon people.

There is a separate page for the Fonn which can be found here.

 

Troglodyte (Mine Troll)

Discussion thread over on the Black Industries Forum here

Name

Pigg - Slann name (double g)

Cave Troll – On the eastern side they are found in caves.

Grung Troll (Mine Troll)/ Dum Troll (Dark Troll)/ Track Troll (?) – Dwarf slang names.

Troglodyte/ Trog – general classification name given by Empire scholars, Trog for short.

Bogeyman – General name used when talking to children.

Boggieman – variant (original?) of Bogeyman used by those who have seen them in wallowing in bogs, Dwarf settlements.

Description

This is my version of a Troglodyte, also known as a Mine Troll or Grung Troll in Dwafishm though Dwarfs usually just call them Trolls (as most Dwarfs are in a mine at the time). Mine Trolls are foul beasts encountered by Dwarfs in their deeper mines of the World's Edge Mountains.

Mine Trolls are adapt at moving through Dwarf made tunnels as they are about the size of a mine cart and just as heavy as one loaded with ore. They have thick powerful heavily armoured forearms and iron like skulls and run with alarming speed is the manner of a silver back Gorilla.

MO

 The Mine Troll's favourite tactic is to charge down a tunnel at full pelt and slam into their prey. No Dwarf is fast enough to outrun a Mine Troll, and seeing as Mine Trolls often take up the whole tunnel dodging isn't really an option either. When encountering a Mine Troll a Dwarf has no choice but to stand and fight, and Mine Trolls are cunning and will ambush Dwarfs at he end of long tunnels, often catch the Dwarfs back while they are trailing overloaded mine carts picking up ore drops, as the cart blocks their from escaping.

Even if the Dwarf kills the Mine Troll in a single blow with a magic hammer the sheer momentum of their charge ploughs their dead weight body into the Dwarf, often killing the Dwarf in the impact or pinning them under it's immense weight like a cork in a bottle. It is for this reason that these Trolls which are referred to in the Slayer oath, as unless you have a magic weapon in hand when facing off one of these beasts , it means your doom. To the Dwarfs this is seen as a fair trade and eminently sensible, the Slayer dies and takes a Mine Troll with them, sacrificing themselves for the good of the all Dwarfs, and off coarse, the magic weapons are easy to recover by the Slayer's clan as they never left the Stronghold (very sensible).

Once run down and trampled, the Mine Troll sits on the Dwarf and starts eating them, most often the Mine Troll will first eat the Dwarf's flailing hands and arms crunching through thick Dwarf bone with ease, then the fleshy legs. It has been know for Mine Trolls to leave a Dwarf without arms or legs, and due to the tough Dwarf constitution for the Dwarf to survive. This is a very unfortunate and humiliating situation for a Dwarf and they will ask to be slain even through it brings shame unto their clan.

Hatred

For this reason Dwarfs hate Mine Trolls with a passion, and it is believed in popular Empire myth to be the reason Dwarfs experimented with exotic weapons which lead to the manufacture of firearms.

Temperament

Mine Trolls have a mean temperament and do not like to be disturbed, and are very sensitive to noise as they have very large 'horn ears'. However they are not susceptible to loud noises and being defended as they seem to be able to close their ears at the base. Dwarfs often have trouble when the Mine Trolls hibernate.

Habitat

Though most Mine Trolls encountered by the Dwarfs are solitary lone males, there has been reports of groups on the eastern side of the Worlds Edge mountains, where the Mine Trolls apparently spend much time in mud wallows and swimming! The groups are headed up by a particularly large male who will drive of all other males from his pride. Exceptionally massive Mine Trolls have manes of black fur, know as fur backs, and the biggest fur backs have silver fur and are known as silver backs. It is the males driven from the pride that seek shelter in the Dwarf mines.

Troglodyte Profile [Young Bull]

This are the stats for an immature male.

Profile

WS
BS
S
T
Ag
Int
WP
Fel
35%
16%
55%
65%
25%
25%
40%
20%
A
W
SB
TB
M
Mag
IP
FP
3
30
5
6
5
N/A
N/A
N/A

Skills: Frightening (Human), Intimidate (Dwarf), Perception, Swim, Scale Sheer Surface, Silent Move.

Talents: Acute Hearing, Flee! Keen Senses, Menacing, Natural Weapons, Night Vision, Resistance to Disease, Resistance to Poison, Sixth Sense, Tunnel Rat.

Special Rules: Regeneration. A mine Troll has a limited ability to regenerate lost tissue in a manner similar to a salamander.

Criticals to arms and legs will never kill, and a killing blow and death result means the arm is ‘dead’ not the troll and all further hit to the area are ignored (and no bleeding tests). If the troll survives combat and escapes the length of the arm or leg below the ‘killing’ or maiming injury with shrivel up over the next week and fall off, revealing a new growth stump that will regrow over the next couple of months. Severed limbs take longer to regrow, usually by another month.

Criticals to the head or body that kill will affect the Troll as normal, and the Troll will die. Maiming results where the Troll lives and can still eat means they can make a complete recovery over the coming months.

Tactics: The Trog will charge one person, and if it hits knock the person to the ground (unless they are large too). Once knocked to the ground it will grapple and try and pin the victim, if successful is will then eat the person alive! (auto criticals to arms first). If there is more than one victim the Trog will not grapple but disengage and run away!

Armour: Heavy natural armour similar to crocodile skin only thicker.

Armour Points: Three points: Arms/ Legs/ Body - Six points to the Head.

Weapons: Natural claws, but like to wrestle!

 

Expanding Character Booklet

Not being able to resist a design challenge, when I read the BI were going to make a character booklet my mind went into overdrive and this is the result. It's a development of some distant ideas I had floating around in my head that all seem to just fall into place upon read this thread here

Please post you comments on this design over on the Black Industries Forum here

 

Downloads

Mrk1 Expanding Character Booklet

MrkII Expanding Character Booklet

(MrkII requires supplemental cards below)

MrkIII Expanding Character Booklet [White BG]

(MrkIII requires supplemental cards below)

+++++++++++

Supplemental Container Card

Supplemental Mounts Card

Supplemental Trade Card

The Trade Card uses Daniel White's Trade rules;

Trade Rules

WHRP Modifications

I'm currently working some up unofficial modification for WHRP in my spare time. Eventually this will be compiled into a PDF as a drop in unofficial replacement for the official rules.

The idea behind these rules is to create a system that is fast, slick and does a reasonable job of representing combat in realistic yet intuitive way.

Active Threads

- Tuberdour - Basic Career -

- Halflings = Little Ogres?-

- Multiple Attacks as Talents -

- A = attack strength -

- Skewing results -

= Changing the face of WS = [+ Dam]

- Strength -

= Changing the face of WS = (spin off)

= Redefining dodge =

= Action, Reaction and Chain-Reaction =

= Introducing Advantage and Partial Success =

= Feint and Folly =

= Orks as Orcs = + Snotlings =

career mod: removing xp

 

Archived threads:

-Combat in the Old World-

- Page mock-up for PDF -

- Skill level system ideas –

- Social standing and Fel modifications (simple) –

 

© Philip Sibbering 2006