TEXT: The World of Glorantha…
  …is a lozenge-shaped bubble of stability floating in an endless sea of
  hostile, unthinking Chaos.  Magic is common, and gods are everywhere; almost
  everyone gains magic by following the cult of a particular god.
  The Gods…are highly specialized. All are bound by the Great Compromise (which
  saved the world from Chaos long ago) not to directly interfere in mortal affairs. They
  can act only by giving magic to their followers. Casual worshippers are called Lay
  Members, and have access to weaker (Spirit) magic only. Initiates devote their lives
  to their cult, and may sacrifice for more powerful magic as well. They have other
  roles and duties in society, too (for example, they can be farmers, hunters, etc.).
  Priests are the magical arm of the cult, leading services and tending to followers.
  Exemplars of Faith are the Rune Lords, physical representatives of the ideals of their
  cult in the world. Priests and Rune Lords receive many benefits, including allied
  spirits and Divine Intervention; the chance to call for the direct aid of their god.
  Among the gods of Glorantha are: Orlanth, self-titled King of the Gods; Humakt,
  warrior god of Honor and Death; Chalana Arroy, the Healer whose followers are
  sworn to non-violence; Issaries, god of traders; Aldrya, goddess of plants and elves;
  Eurmal the Trickster; Yelmalio, son of the Sun, god of soldiers; the Storm Bull, god
  of frenzied anti-Chaos berserkers; Kygor Lytor, the Troll mother-goddess; and
  Lhankor Mhy, god of Knowledge. There are many others.
  The Races…of Glorantha are highly diverse. They include Humans, whom we all
  know and love; Trolls (Uz), violent Darkness-men who hate Chaos and can eat
  anything; Elves (Aldryami), plant-men who are the mobile part of the vegetable
  kingdom; Dwarves (Mostali), secretive atheistic sorcerers who live underground and
  worship the World Machine; Ducks, the short, squat, waddling comic relief of
  Glorantha; and Dragonewts, incomprehensible creatures who are reborn upon dying
  and eventually evolve into godlike dragons.
  Chaos…threatens the entire universe. All right-thinking folk hate and fear it. Some
  gods and evil races embrace Chaos, however. These include Scorpion Men, hideous
  giant insect-centaurs with poisonous stings; Broo, horribly diseased goat-men who
  are the epitome of Chaotic evil; and Ogres, handsome sharp-toothed cannibals who
  walk among men and try to breed with unsuspecting human women.
  Magic…exists in many forms. Most common is Spirit Magic, which is either instant
  or lasts for five minutes; useful, but not very strong. They are cast using magic
  points, which regenerate over the course of a day. Rune (Divine) Magic comes from
  the gods, and is very powerful but expensive; a permanent part of the worshiper's
  soul is sacrificed to get it. For Initiates it is one-use. Priests and Rune Lords must
  pray in a temple to renew their Rune spells.
  ℘
  To
  Kill
  A
  Monster
  A brave heart, a strong arm, and a keen mind can
  make the difference between life and death when a
  chance-met stranger leads heroes into danger…
  A RuneQuest/Glorantha scenario
  The Troll Hunter
  Huge, strong, and incredibly tough. A master of
  animals, particularly giant insects. Able to eat
  anything, even rocks. Creature of the night.
  
  How to Play
  These are simplified RuneQuest 3 rules.
  Skills: Skills are represented by numbers ranging from 1 to 100. To use a skill in a stress situation,
  you must roll percentile dice equal to or less than your skill. Example: Your Jump skill is 45%.
  When chasing a thief across the roofs of a big city, you find that he has jumped over a large gap
  ahead of you. In order to continue pursuit, you must roll percentile dice and get a result of 45 or
  less. If you roll 05% or less, the result is a critical; you automatically succeed and may get an extra
  benefit (for example, in combat a critical blow does more damage. If Jumping, you might catch up
  with the thief in a single bound or at least gain on him). If you roll higher than your skill, you fail; in
  the case of the Jump, a 46 or higher would mean that you would not make the jump successfully.
  Whether or not you'd fall on the roof or down to the ground depends on luck. If you roll a 96 or
  higher, you may have fumbled. The result of a fumble is usually disastrous.
  Skills can increase from use, training, or research. If you successfully use a skill in a meaningful
  situation, it has a chance to go up later.
  Combat: Combat takes place in strike ranks; there are ten in each combat round. The lower your
  strike rank, the sooner you can attack. An attacker rolls against their weapon attack skill; if they
  succeed, they hit. The defender rolls against their weapon parry skill or their Dodge skill, in order to
  either block the blow or get out of the way.
  If a defender is struck without a successful parry or dodge, they are damaged. The attacker rolls
  damage (your specific dice are indicated on the next page). The armor worn by the defender is
  subtracted from the damage. Thus if Ruric the Attacker does 7 points of damage, and Signy the
  Defender is wearing 5-point chainmail, Signy takes 2 points of damage. Once your total hit points
  are down to zero, you are unconscious.
  Characteristics: These are the basic qualities of a character. They are: Strength, Constitution, Size,
  Intelligence, Power (your spiritual strength, reflecting your ability with magic and your luck in
  general), Dexterity, and Appearance. All range from 3 - 18 (3d6) for humans, except for Size and
  Intelligence which range from 8 - 18 (2d6 + 6). Power is unique in that it can increase from normal
  use. If you cast a spell and overcome a powerful enemy, your Power may increase.
  Magic: Spirit Magic is powered by Magic Points (MPs). These are equal to your Power
  characteristic. You regenerate your Power's worth of magic points over 24 hours. Example: Bob has
  a Power of 12. He therefore has 12 magic points.  He casts a 4-point spell, temporarily reducing his
  MPs to 8. This decreases his chance to resist hostile magic, and to overcome others. Over the next 2
  hours, though, his magic points will regenerate back to his  maximum of 12. If your magic points
  reach zero, you are unconscious. Spirit Magic can be cast repeatedly if you have sufficient magic
  points. If the cost is in parentheses it is invariable; it always costs exactly that many magic points to
  cast the spell. If not, the spell is variable and can be cast at any level of power up to the maximum,
  with MP cost and effect corresponding. Example: Bob knows the Heal 4 spell. He may cast it at 1,
  2, 3, or 4 points, healing 1 point of damage per point and spending 1MP per point. Spirit magic
  spells with a non-permanent effect last 5 minutes.
   Magic points are used for overcoming and resisting enemies with magic. When you cast a spell on
  an enemy or must resist a spell cast on you, consult the GM to determine the result.
  Rune Magic is acquired by sacrificing permanent points of your Power characteristic (expensive!).
  It is gained from the gods. It can be cast quickly, is very powerful, and (mostly) doesn't require
  magic points, but it is one-use only for Initiates. Rune Lords and Priests must pray for a full day in
  their temple for each point of Rune Magic they wish to renew. Temporal (non-permanent) Rune
  spells last 15 minutes.
  Sorcery and other strange magics exist in the world, but they are very disreputable in this area.
  The Troll Hunter
  Character:                                                       Player:                                                   =
  Characteristics: Strength:  22  Constitution: 19  Size: 19  Intelligence: 14
                   Power: 14 Dexterity:  16  Appearance: 16 (6 to non-Uz)
  Personal Magic Points: 14
  Hit Points: 19
  Skills: Insect Lore 95, Animal Lore 90 Boat 35, Butcher 95, Climb 90, Craft Hide
  85, Devise 90, Dodge 80, First Aid 65, Hide 99, Jump 80, Listen 95, Scan 99, Search
  99, Sneak 95, Throw 99, Track 99, Troll Lore 65, World Lore 50
  Spells: Spirit Magic: Armoring Enchantment (1), Befuddle (2), Bludgeon 4,
  Darkwall (2),  Demoralize (2), Dullblade 3
                Rune Magic (reusable): Divination (x3), Draw Beast (x3), Heal Wound
  (x2), Sanctify (x1), Soul Sight (x2), Sureshot (x3)
  Weapons:
  Troll Maul: Attack 75, Parry 80, Damage 2D8+2D6, Armor Points 16, SR 5
  Sling: Attack skill  99, Damage 1D6+2D4, Range 100 meters
  Armor: Enchanted lead ringmail + skin plus leather — 8points.
  Possessions: Material for 7 snares (require Devise roll),  50m of rope, cooking pot
  (helmet), spices, 4 bottles of Powzie (troll beer, POT 14), riding beetle, 3 assorted
  cages, skinning tools, preservatives, 7 silver coins, 11 coppers, 73 lead bolgs (troll
  coins/sling stones/food).
  Description: You are a Master Hunter of Zong. Among the Uz, the people of Darkness, you
  are accounted respect. Even though you are only a male, it is your great hunting skills which
  fill the pot. In the night, you move more silently than a ghost; your keen Darksense (sonar)
  reveals all of the night's secrets to you. Although you can stand the Hot Burner (which non-Uz
  call Yelm, the sun), you're always more comfortable at night.  Like all trolls, the new metal
  (iron) burns you terribly, causing you double damage.
  Like all your kind (even the cursed and stunted Trollkin) you can eat almost anything—bones,
  trees, dirt, rocks, anything. But some things taste better than others. Dwarves and Elves are
  delicious, but for as long as you're with your non-Uz friends you rein in your appetites. Maybe
  next year, if there's a war. In the meantime, you're having fun doing new things with your
  friends.
  Your allied spirit is Blatt (Power 15, Intelligence 10), a Size 5 beetle that can fly. It has 8 hit
  points, and is your loyal friend. Blatt knows the spirit spells of Extinguish 3, Heal 2, Speedart
  (1), and Spirit Screen 4. He can also cast any of your spells, and you can cast any of his. If you
  are injured, he will heal you and try to protect you. You can see through his eyes by
  concentrating, and draw on his magic points to cast your spells. His bite does 1d6 damage.
  
SOURCE: textdata/thevault/D100 [multi]/Runequest and Glorantha/HeroQuest HeroWars (Issaries)/Adventures/To Kill a Monster/PC-Troll.pdf