Thursday, 2 August 2018

Rotgobs for Tunnels and Trolls


Rotgobs are essentially undead goblins, returned to life by a nekromancer or a particularly goth goblin teenager. They share the same mind - the mind of the conjurer (the nekrobrain) and do her wishes. If the nekrobrain dies, the rotgobs go completely insane and even more murderous.

Rotgob
MR 24 (3+12)
Spite 2/ brain munch - do an extra d6 damage if the target fails a L1SR-DX. Ignores armour. Also reduce IQ by 1.
Special: For every other Rotgobs attacking the same target, increase the number of dice you roll in combat by one.

Some rotgobs are raised with innate magic still festering in their veins.

Rotgob magician
MR 28 (3+14)
Spite 2/ cast TTYF or Freeze Please
Spite 3/ cast Protective Pentagram
Special: the nekrobrain may optionally siphon the magic from the rotgob. If so, they gain 2d6 spell points on their turn, but the Rotgob cannot act on its next turn. After 20 total points have been taken, no more can be spared.

The most common method of creating a rotgob is through enchanted jewelry - talismans, rings, bracelets etc. The nekrobrain must have a matching piece of control jewelry to command their minions. If someone else tries to wear it, they may spend 10 spell points to become the new nekrobrain.