Difference between revisions of "Giants (Action)"
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'''Reflexes:''' 3-6 <br> | '''Reflexes:''' 3-6 <br> | ||
'''Move:''' 7 | '''Move:''' 7 | ||
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{{:Camouflage (Action)}} | {{:Camouflage (Action)}} | ||
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{{: Long Life (Action)}} | {{: Long Life (Action)}} | ||
− | + | [[Giants (Action)|Giants]] can pick Long Life up to three times, living from 200 to 260 years. Some legendary giants might be immortal. | |
{{: Hurl Element (Action)}} | {{: Hurl Element (Action)}} | ||
Revision as of 07:39, 22 February 2010
Heroic Action Role-Play |
Attributes and Schticks
Body: 14-23
Mind: 4-8
Reflexes: 3-6
Move: 7
Camouflage
Inherent
You have long lived in harmony with your home terrain, and learned it's way. Your skin is colored to fit the environment. You must choose a home terrain to take this schtick. Typical examples are forest, desert, savanna, or mountains.
While in your home terrain you are able to sneak even without cover. If you take up a hidden position on home terrain before enemies come into view and remain completely still, enemies need an outcome equal to your Reflexes in order to spot you when using Scan, even when right next to you.
Long Life
Trigger Action (Combo)
You have lived a very long time. For each schtick you take in Long Life, you have lived about about a hundred years more than a typical character. You have great experience and have lived through many things, so whenever you are unsatisfied with a knowledge roll, you may roll again to represent things learnt during your long life. The GM should slant such information based on the time it is from. You can make a number of rerolls equal to your number of Long Life schtick picks.
Long Life has a drawback; you are less energetic and driven, causing you to do less in downtime.
Giants can pick Long Life up to three times, living from 200 to 260 years. Some legendary giants might be immortal.
Hurl Element
Basic Action
You gather elemental substance and throw this at an enemy with a Melee roll but with Long range. Damage is Body +2 soaked by Toughness. The missile is so massive that it cannot be Deflected. What substance it is and what kind of damage it inflicts depends on your nature; most giants throw rocks for Blunt damage, but a fire giant hurls fire, a storm giant hurls electricity and so on.
Description
Giants are an ancient race from the early days of the world. Although they are respected for their huge size and strength, they are increasingly outnumbered by the smaller races, and their cultures have declined to subsisting in the corners of the world. Most giants stay apart from a sense of superiority to smaller races.
Appearance
Giants are huge humanoids, ranging from two and a half to five meters tall or even larger. They are somewhat more burly than humans for their length, with coloration and skin texture approximating the terrain they live in. Thus there are azure reef giants, dun-colored desert giants, white snow and cloud giants, deep green jungle giants and so on, all closely matched to their environments. Giants dress as archaic if civilized people. If they can afford it and have need of it, they wear arms and armor.
Role
Giants look to the past more than they look to the future. They believe that there are proper ways of doing things, whether it be brewing tea, curing meat, negotiating a contract, or preparing a tribe for battle. Not following giant protocol is a serious breach of etiquette and often results in violent punishment or expulsion. Giants refuse to be rushed, and they are supremely confident that their time honored methods are the best.
Politics
Though giant nobles and kings exist, most giants live in isolated family households, paying ultimate allegiance to a giant noble but rarely meeting other giants outside the immediate family.
Giants, spirits, and gods do not get along, as giants refuse to give the spirits tribute or the gods sacrifice; nor will either acknowledge the others as superior beings. The clash of these proud groups has perhaps been responsible for the slow decline of the giants, though neither giants, gods, nor spirits talk much of the other two.
Integration
To get coveted finished goods, giants resort to many strategies, adventuring, robbery or working as mercenaries, guides, or construction workers. A few giants are willing to engage in trade to get luxuries like cloth and spices from other races. In exchange they offer precious objects only they can get from their native lands. A few exceptional giants take their skills to town and set up shop in the dwarf quarter. Generally only smaller giants will truly adapt to city life.
Family
Giants have great respect for family, and children often continue to live with their parents as adults. They are slow to find mates and settle on their own. As giants are long-lived creatures, this means giant children are a rare sight.
Vices
Giants are conservative to a fault, and tough they consider this a virtue, other races find them tedious and slow.