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(TFT) Giants



Okay folks, here's my first offering of stuff that we've developed over the 
years.  I've been running a campaign of warrior priests of the types Janet 
Morris created for Robert Asprin's Sanctuary, (the Stepsons).  It's been a 
blast, and I have some of the NPCs in Sanctuary (my own creations, and RPG 
game accesories) if anyone is interested in them right away.  More later on 
that.  Our campaign is approaching the climatic battle on the Wizardwall with 
the Supreme Nisibi Wizard, Datan.   After that, I'm tapped out of material 
that I plundered and adapted from the books, and another guy is going to run 
us through an adapted version of AD&D's Giant series.  

Now this is really just an experimental run, and potentially a deadly one, 
but the party is very stong and should be able to handle it.  Details to 
follow.

I prefer to write original adventures, but I often adapt stories from books 
and movies with enough modifications to keep the players guessing.  In 
reality all adventures are inspired from something we've seen or experienced 
before.  My buddy is itching to run the campaign next month, so he and I 
jointly developed these modified descriptions for the use of Giants in TFT.

All comments, thoughts, suggestions appreciated.  Keep in mind that this is 
all from the perspective of our own system that we've developed over the 
years.  Although, I don't think we stray far from Jackson's original rules.

GIANTS, 
by Randolph Ruff and Peter Taylor

Giants' compared to most other sentient races, are brutish and quite stupid, 
relying on their great size to make their way in the world. As a general 
rule, giants are quite hostile to mankind and make a practice of preying on 
any species weaker than themselves - preferring to loot and steal for their 
sustenance  With a few exceptions (notably the Cloud and Fire Giant 
sub-species) giants manufacture few things for themselves that do not involve 
wood or stone They rely heavily on slaves to do 'menial' work such as 
farming, handicrafts and metalworking .  Giants prefer to occupy themselves 
with raids, feasts and terrible bloodsport.  Giants generally live in small 
clans and lead a primitive nomadic lifestyles.  Very powerful Chieftains can 
form Steadings, however.  These 'permanent' communities usually quickly 
convert the surrounding area to wasteland - as all the resources are quickly 
exhausted by the rapacious nature of the giants.  The good news is that few 
giants are ever able to wield weapons that require more skill than a club, 
obtain armor or possess abilities such as alertness, literacy or leadership.

All Giants have an innate 'thrown weapons' skill which is similar to the 
talent. However, the instantaneous pickup rules assume that throw objects are 
readily available and prepared for throwing.  Giants are usually too stupid 
to think of this, and must spend time picking up the item  as if readying a 
weapon.  Although if a giant is attempting to throw item in a damage category 
below his maximum (30 ST giant throwing a chair or a pig) he may ready and 
throw in the same round, because it is theoretically lighter an much easier 
to snatch up and throw.   

Another modification to the giant's thrown weapons ability is that these 
items may only be thrown a maximum of ST/5 hexes of distance.  For each level 
down the strength chart an item is, add 5 hexes to the maximum range.  (Ex. A 
35 ST giant may throw a pig 17 hexes: 7+5+5=17)

Damage caused by the thrown object is determined by ST score. Damage is 1d6 + 
½ d6 for every 5 ST above 20 (rounded down).

ST  Damage (d6) Example (furniture, livestock, etc.)

20  1d6         butter churn, bar stool, goat, large rock       
25  11/2d6      wing chair, rain barrel, pig, street urchin
30  2d6         bookcase, wine barrel, calf, small boulder
35  2 1/2d6     kitchen table, ale keg, donkey, average man 
40  3d6         ox cart, pony, wild boar, medium boulder
45  3 1/2 d6    billiard table, riding horse, large man
50  4d6         large boulders, petard, armored knight
55  4 1/2 d6    wagon, large ox, armored warhorse
60  5d6         oak trees, farmer's cottage, huge boulders

Any time a giant misses his target with one of these items, roll as if it 
were a molotail/grenade to see where it goes.  In addition to damage from a 
direct hit, large objects (those requiring 30 ST and higher) roast ox, tend 
to bounce around a little if they miss their target (and perhaps even if they 
hit).  To reflect this any figure in the same megahex as the target will 
receive collateral or ?splash' damage from shrapnel, whirling legs, etc.  The 
damage inflicted in surrounding hexes will be 1d6 less than that inflicted on 
the direct hit hex.

One other hazard giants pose in combat is where they land, should they fall. 
If a giant is knocked down there is a very real possibility that he will 
crush someone in doing so. Any time this occurs, roll 1d6 (with the forward 
facing hex counting as 1) and moving counter clockwise around the figure to 
determine in which direction the giant falls.  Any one doing double damage, 
triple damage, or inflicting the death blow to the giant may decide where he 
falls - if applicable.  Anyone unlucky enough to be in the chosen hex must 
make a roll against his DX to avoid being hit for 1d6 damage (2d6 if the 
giant is 40 ST or larger).  In addition to the damage - the figure will be 
pinned on the ground each round until he makes a successful roll against his 
ST on 3d6 (4d6 is the giant is 40 ST or more).  


There are several sub-species of Giant.  They include;

Hill Giant      ST  IQ   DX HS  MV  Skills
                30  07   9-10   1   10  Club

Hill Giants are the smallest and most numerous of the giant species.  They 
stand about 101/2 ' tall, are powerfully built, and usually possess thick 
ruddy skin, shaggy hair and great bulbous noses surmounted by beady 
malevolent eyes.  Slyness and brute cunning make up for their low IQ They 
lead very hard lives and are naturally very tough - those that live to 
adulthood  have the equivalent of the 'warrior' skill.  Adult males usually 
wear outfits of heavy furs and skins - which act to stop damage as cloth 
armor or leather armor would.  They usually fight with great clubs.

    
Stone Giant     ST  IQ  DX  HS  MV  Skills
                35  09  9-10    02  10   

Stone Giants are a species of subterranean giant. They stand about 12 ' tall, 
and are totally hairless and usually shun garments. Their gray skin is very 
smooth and reminiscent of stone and have heavy, dour continuance with jutting 
brows and shadowed eyes.  Stone Giants are
expert miners and are seldom seen on the surface world.  They are not, as a 
rule, particularly hostile to humans.  The rock hard hide of these giants 
give them the natural equivalent of the 'veteran' talent.  A Stone Giant's 
coloration makes it very difficult to spot one in the caverns where they make 
their homes.  They will automatically attack with surprise on the first round 
of combat in such an environment - unless detected by such skills as 
alertness or spying. They can fight with picks and hammers - but prefer to 
crush their opponents with large rocks.


Cloud Giant     ST  IQ  DX  HS  MV  Skills
                40  10  10   00 10  Sword

A 'civilized' race, the Cloud Giants are the most human-like species of 
giant. They stand about 16' tall, and have a wide variety of hair and skin 
coloration.  They will often dress in good-quality clothing and are skilled 
in many areas such as building, metal working and art-crafts.  They are fond 
of heights and will often live on mountains - restoring abandoned castles or 
building their own to live in.  They also pursue many 'human' pass times such 
as hunting, reading and music.  Despite this venire of culture, they are 
exceptionally wicked and enjoy hunting and eating humans. While their eyesite 
is poor - they have an extremely keen sense of smell and are very difficult 
to surprise or ambush (treat as the skill 'alertness'). 


Fire Giant          ST  IQ  DX  HS  MV  Skills
                    45  08  10  02   10 Axe/Mace

Fire Giants are a squat (for giants) and very powerfully built race.  They 
stand 14' tall and are very broad.  They usually dress in brass or iron armor 
and favor enclosed helmets.  The most common skin coloration is coal black or 
umber with fiery red hair and beards.  They have baleful red glowing eyes.  
Fire Giants are found in the hottest climes and are often have settlements 
near volcanoes.  As a result, they will only ever take 1 point of damage (per 
die) from any fire based attack.  They are master smiths - and usually 
produce weapons and armor for other giants as well as themselves.  Because of 
there armor use and their vile tempers, they may be the most dangerous giants 
to fight.  


Frost Giant         ST  IQ  DX  HS  MV  Skills
                    50  08  11  03  10  spear

Frost Giants are a barbaric people only slightly more advanced than the hill 
giants.  They stand 18' tall. They dress in furs and are fond of  great 
horned helmets.  The most common skin coloration is light blue and they have 
great manes of hair ranging from dark blue to white.  Frost Giants live in 
the harshest northern climes (which is very fortunate for humans) and are 
most comfortable amongst snow and ice. As a result, they will only ever take 
1 point of damage (per die) from any cold based attack.  They rely on 
hunting, fishing and trade to sustain themselves
but are fond of sweeping down on human settlements for loot and slaves.  


Storm Giant         ST  IQ  DX  HS  MV  Skills
                        60  12  14  05* 10  Club

Storm Giants are magical giants who command storms and the elements.  They 
are thought to be the first children of the earth and demi-gods in their own 
right.  Fortunately, there are not generally malevolent and pay scant notice 
to men - or even other giants.  They are very rare and are typically found in 
depths of the sea or the tops of the very tallest mountains. Storm Giants are 
20 (or more) feet tall, handsome and well formed.  They may call upon 
lightning (as the spell but at 6d6), 3 times daily and winds (as the spell 
magic rainstorm) and unlimited number of times.  They are magically immune to 
normal weapons and lightning-based attacks.  They are never armed.

* Normal weapons do 1/4 damage, fine made weapons do 1/2 damage, +1 magic 
weapons do 3/4 damage, and +2 magic weapons or higher do full damage.
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