Castellia- A Fantasy Setting (Donphan! Celebi! Misdreavus!)

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Jabroniville
Posts: 24806
Joined: Fri Nov 04, 2016 8:05 pm

Ogres

Post by Jabroniville »

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Appearing almost Humanlike, these Giant-Kin are much heftier than is possible for a healthy man, and almost two feet taller than the tallest of people, with muscles to go with their bulk. Their sparse hair is pulled into top-knots or mohawks, and many of them maintain wispy goatees or beards. Their bodies are mostly uncovered, save for a dirty pair of pants, and a huge, metallic plate over their prodigious gut.

OGRE
Creature Type: Humanoid, Giant
Typical Adult Height: 7'5"-9'
Birth Rate: 1-2 infants once a year
Lifespan: 0-10 (Child), 11-15 (Young Adult), 16-39 (Adult), 40-55 (Elder)
Nicknames: None
Sexual Dimorphism: Mammaries & size, slightly more delicate features.
Skin Tones: Pink, grey, brown
Hair: Usually dark and sparse
Racial Mounts & Animals: Rhinoceros (Normal & Woolly), Triceratops & other Ceratopsians
Racial Weapons: War Clubs, Axes, Fist-Spikes
Religion: The Great Maw (A gigantic evil pit based around eating), The Gods of Feasting, Dread, Mercenaries, Joviality

Allies: Greenskins (Ogres see much in common with smaller Greenies, and ally with them frequently, usually working for them since there's more of them), Yeti, Giants (especially Hill Giants)

Encounter Groups:
Solo (1)
Gang (2-10 plus 0-1 Elite, 0-15 Slaves, 0-15 Goblins, 0-2 Rhinos)
Band (11-20 plus 2-6 Elites, 0-45 Goblins, 0-10 Heavies, 0-40 Slaves, 1-10 Rhinos, 0-1 Monster)
Tribe (20-45 plus 5-10 Elites, 10-60 Orcs, 10-100 Goblins, 2-13 Rhinos, 10-100 Slaves, 2-10 Heavies, 0-4 Monsters)

PL Variants:
PL 5: Commoners, Aged Ogres, Weaker Specimens
PL 6: Common Ogre Bull
PL 7: Irongut & Other Elites
PL 8+: Important Characters

-Ogres are the most populous form of Giant in the world, and one of the few to create large societies rather than small tribes. Their entire culture is based around eating- Ogres find the strangest things delicacies (it depends on the Ogre, but some eat wood almost exclusively, some like rocks, others like large mammals, and others prefer to drink poisons), and a great deal of their dealings with other races involve getting the best meals possible. An Ogre can eat an incredible amount of food, and are known to be rather friendly to those who can feed them. Their quests for food and wander-lust nature means there are hundreds of massively-powerful Ogre Mercenaries all over the continent. Their stomachs are considered sacred- all Ogres that can afford it (and any that can't surely must be the beggars of their kind!) will wear a Gut-Plate over their prodigious belly, in order to ensure that no harm comes to it. The rest of their bodies can go hang- the gut is most important. These Gut-Plates tend to be highly-decorated, ornate and tough.

-Despite being the least powerful (and smallest) kind of Giant, Ogres are popular as Questers by simple virtue of their sheer size. Usually pushing eight feet tall, they are incredibly tough, mean, and strong. They're prone to stupidity and violence at the slightest provocation, however, and are notoriously hard to control once the food runs out. And with their famous reputation for eating anything and everything, it isn't a good idea to be present when they go hungry. Other Giants tend to dislike the smaller cousins as "annoying and boorish", but most well-off types of Giants can be found with Ogres in their employ.

-Most Ogres are common Fighter/Mercenary-types, using their Great Clubs or huge War Cleavers as weapons. A small handful possess Magical ability (these are often mistrusted, so they must also be good fighters- in fact, Ogre Mages are likely the strongest physical fighters among all common magic-users outside of Dragons), and a large number also become Rangers, as their wanderings bring them large amounts of wilderness talent (the fact that they're among the few common races that can fight off a Grizzly Bear helps).


Jab's Notes: Yup, pretty much duplicated a lot of the "Warhammer" fluff for this race- I really liked the way they made a distinct race out of what used to just be "the big dumb guys who were bigger than Orcs, but smaller than Giants". The whole culture based around eating and traveling the world explained a lot of different things (such as why un-allied Ogres tended to be running all over the place), and it left room for a large Ogre Empire to be off in the wastelands somewhere as a potential threat.

Making them look Mongolian was an odd choice (Warhammer always lacked a truly Asian-looking army), but I choose to make them quite fat regardless. The obesity also helps to differ the Ogres from the Hill Giants, which was always a sticking point of mine- why would BOTH need to be ten-foot tall big dumb guys? This way, Ogres are shorter by a couple feet (which makes a BIG difference in scale, believe me- a few hundred pounds' worth easily), but maintain a different appearance (huge waists, more inhumanly proportioned).


OGRE BULL
Role:
Giant Mooks
PL 6 (58)
STRENGTH
5 STAMINA 5 AGILITY -1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 0 PRESENCE -1

Skills:
Athletics 3 (+8)
Close Combat (Unarmed) 2 (+6)
Expertise (Soldier) 4 (+2)
Expertise (Survivalist) 4 (+4)
Intimidation 7 (+7)
Perception 2 (+2)

Advantages:
All-Out Attack, Equipment, Fast Grab, Improved Hold, Startle, Takedown

Powers:
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Ogre Senses" Senses 3 (Low-Light Vision, Acute & Extended Scent) [3]
"Giant's Reach" Strength-Damage +0 (Feats: Reach) [1]

"Wall of Fat"
Protection 1 [1]
Immunity (Cold) [1]
Movement 1 (Environmental Adaptation- Arctic Areas) [2]

"Iron Stomach"
Immunity 1 (Poison) [1]
Features 1: Can Eat Anything [1]
"Devour Anything" Weaken Toughness 5 (Extras: Affects Objects Only +0) [5]

Equipment:
"Great Club" Strength-Damage +2 (Feats: Restricted- Size) (Extras: Penetrating 2) (5)

Offense:
Unarmed +6 (+5 Damage, DC 20)
Great Club +4 (+7 Damage, DC 21)
Initiative -1

Defenses:
Dodge +2 (DC 12), Parry +5 (DC 15), Toughness +6, Fortitude +8, Will +1

Complications:
None

Total: Abilities: 12 / Skills: 22--11 / Advantages: 5 / Powers: 20 / Defenses: 10 (58)

-Ogre Bulls are as standard as they get for this race- large, heavy, obnoxious, grunting savages, more prone to eating & fighting than anything else. There are examples of intelligent Ogres- a few Wizards have sprung from their ranks, and even engineers, scientists and historians are known- but these are the exceptions to the rule. In general, Ogres make everyone but the Orcs seem smart. It's not entirely lack of brainpower, however. Ogres merely just like to fight, so that's all they focus on. Bulls (as the males of the race are known), are big, strong, hefty warriors, tough and able to take nearly any kind of punishment, but often woefully inaccurate in combat with their large clubs. Oftentimes, they will miss a dozen shots with their Club, taking arrows and swords the entire time, only to calmly wade through all of the punishment and dish out a final strike (which is generally all that is needed).

Jab's Notes: Your standard Ogre is like the Large Beast-Kin and other comparable races- PL 6, tough as hell, and hits like a truck, but still low level enough for a regular ol' hero to kill one. Using the Warhammer Ogres as a template, I gave them Reach, Environmental Adaptations, the ability to eat anything (a 1-point Feature), and the ability to "devour" any inanimate object.

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OGRE IRONGUT
Role:
Giant Elite Mooks
PL 7 (74)
STRENGTH
6 STAMINA 6 AGILITY -1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 0 PRESENCE -1

Skills:
Athletics 4 (+9)
Close Combat (Unarmed) 2 (+8)
Expertise (Soldier) 6 (+4)
Expertise (Survivalist) 6 (+6)
Intimidation 9 (+9)
Perception 3 (+3)

Advantages:
All-Out Attack, Equipment 2, Fast Grab, Improved Hold, Startle, Takedown, Ultimate Strength Check, Withstand Damage

Powers:
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Ogre Senses" Senses 3 (Low-Light Vision, Acute & Extended Scent) [3]
"Giant's Reach" Strength-Damage +0 (Feats: Reach) [1]

"Wall of Fat"
Protection 1 [1]
Immunity (Cold) [1]
Movement 1 (Environmental Adaptation- Arctic Areas) [2]

"Iron Stomach"
Immunity 1 (Poison) [1]
Features 1: Can Eat Anything [1]
"Devour Anything" Weaken Toughness 5 (Extras: Affects Objects Only +0) [5]

Equipment:
"Irongut Armour" Protection 1 (Extras: Impervious 4) (Drawbacks: Weak Point- Exposed Head) (4)
"Great Club" Strength-Damage +2 (Feats: Restricted- Size) (Extras: Penetrating 2) (5)

Offense:
Unarmed +8 (+6 Damage, DC 20)
Great Club +6 (+8 Damage, DC 21)
Initiative -1

Defenses:
Dodge +2 (DC 12), Parry +6 (DC 16), Toughness +7 (+8 Armour), Fortitude +9, Will +3

Complications:
None

Total: Abilities: 20 / Skills: 26--13 / Advantages: 10 / Powers: 20 / Defenses: 11 (74)

-Ironguts are the "Elite" Ogre infantry, often being from the richest and most powerful families, or the close family of his tribe's Tyrant/Boss. This wealth allows them to choose the priciest weaponry and armour available, and allows them to eat enough to gain even more massive size and strength: Ironguts surpass even Minotaurs in sheer strength, and can knock down an entire brick house single-handedly if necessary. Even more durable than standard Ogre Bulls as well, the Ironguts are no more capable of dodging- they just take harder hits before falling.

-Rhino-Riders (Ironguts with some Animal Handling Skill and a Minion) are the elite Shock Cavalry of the Ogre Nations, and easily the most dangerous individuals short of the Bosses & Tyrants. Any creature big & strong enough to tame one of the notoriously-violent Woolly Rhinos of the Steppes is a terrifying thought for most adventurers- so such a horrific monster, combining the strength of both the Rhino and the Ogre, is humbling indeed. Even more spectacularly, some Ogres have even tamed the mighty Elasmotherium (a Rhino with an even larger horn), or on the warmer parts of Castellia, the Ceratopsian dinosaurs, including Triceratops! Such a foe is more akin to an avalanche on four legs than a common creature.
Jabroniville
Posts: 24806
Joined: Fri Nov 04, 2016 8:05 pm

Jaharl

Post by Jabroniville »

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JAHARL THE NIGHT-STALKER (Male Ogre Ranger)
Role:
Animal Trainer
PL 9 (149), PL 10 (149) vs. Animals & Giants
STRENGTH
6 STAMINA 8 AGILITY 0
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE -1

Skills:
Athletics 4 (+9)
Close Combat (Unarmed) 1 (+9)
Deception 4 (+3)
Expertise (Soldier) 4 (+4)
Expertise (Hunter) 11 (+12)
Insight 4 (+5)
Intimidation 11 (+11)
Perception 7 (+8)
Stealth 10 (+8 Size)

Advantages:
All-Out Attack, Chokehold, Defensive Attack, Diehard, Equipment 4, Fast Grab, Fearless, Great Endurance, Improved Critical (Spear), Improved Critical (Bolt Thrower) 2, Improved Hold, Improved Initiative, Move-By Action, Power Attack, Quick Draw, Seize Initiative, Ranged Attack 8, Startle, Takedown, Ultimate Strength Check, Withstand Damage

Powers:
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Ogre Senses" Senses 3 (Low-Light Vision, Acute & Extended Scent) [3]
"Giant's Reach" Strength-Damage +2 (Feats: Reach) [3]
"Longstrider" Speed 2 (8 mph) [2]

"Wall of Fat"
Protection 1 [1]
Immunity (Cold) [1]
Movement 1 (Environmental Adaptation- Wilderness) [2]

"Iron Stomach"
Immunity 1 (Poison) [1]
Features 1: Can Eat Anything [1]
"Devour Anything" Weaken Toughness 5 (Extras: Affects Objects Only +0) [5]

"Ranger's Favoured Enemy" (All Have Flaws: Limited to Animals & Giants)
Enhanced Advantages 4: Favoured Foe 2 (Animal, Giant), Ranged Attack 2 [4]
Enhanced Fighting 2 [2]
Enhanced Dodge 2 [1]

Equipment:
"Heavy Cloak" Protection 1 (1)
"Giant Crossbow" Blast 10 (Feats: Restricted- Size, Penetrating 7) (Flaws: Distracting) (Quirk: Requires 1-Round Reload) (17) -- (18)
  • AE: "Pull With Crossbow" Move Object 8 (Flaws: Limited to Blasted Targets, Limited to Towards Jaharl) (4)
  • AE: "Bow & Arrow" Blast 6 (Feats: Restricted- Size) (13)
  • AE: "Great Club" Strength-Damage +2 (Feats: Restricted- Size) (Extras: Penetrating 2) (5)
Offense:
Unarmed +8 (+8 Damage, DC 23)
Great Club +8 (+10 Damage, DC 25)
Bow & Arrow +8 (+6 Ranged Damage, DC 21)
Giant Crossbow +8 (+10 Ranged Damage, DC 25)
(vs) Animals & Giants Close +10 (+8-10 Damage, DC 23-25)
(vs) Animals & Giants Ranged +10 (+6-10 Damage, DC 21-25)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +8 (+9 Cloak), Fortitude +11, Will +8

Complications:
None

Total: Abilities: 36 / Skills: 56--28 / Advantages: 32 / Powers: 31 / Defenses: 22 (149)

-Jaharl never fit in well with the other Ogres. Antisocial and angry even by their standards, he challenged the authority of his Chieftan one too many times, and was cast out into the barren wasteland, where it was assumed he would die. And die he should have, save for a rare connection he had made with the Smilodons (called "Sabre-Tusks" in that part of the world), who rather than eviscerate and eat him as they normally would, accepted him as a member of their tribe. See, despite being unable to get along with people, Jaharl always understood animals, and had an innate ability to communicate with them in his own manner. Most animals were able to trust him implicitly, and this allowed him to become one of them with great ease.

-Years passed, and Jaharl became a legend to the Ogres in many tribes- a Hunter who was "One With The Pack", and led a large pride of Sabre-Tusks while wielding a Bolt Thrower made in Human lands like it was a standard crossbow. His legend inspired many others to follow in his footsteps- most were killed, but a few rose to the elite, and the Ogre Hunters became a highly-sought after ally for many an Ogre tribe. Despite their antisocial tendencies, they make a handy addition to Ogre Tribes, and the meat they capture always tastes the best- the greatest thing possible for an Ogre.

Jab's Notes: One of the neat aspects of Warhammer's Ogres was the Hunter- a Character you could choose who led some animals and fired a Bolt Thrower by HAND. Unfortunately, the game balance was such that the class was largely un-usable- the game absolutely made Wizards a requirement, and the cost of Ogre Characters meant that every player could only choose one Combat Character and one Wizard, meaning that Hunters never saw use. The next edition fixed things somewhat.

SMILODON POPULATOR ("knife-tooth devastator")
Role:
Apex Super-Predator
PL 9 (101)- Minion Rank 7, Sidekick Rank 21
Normal Version:
PL 7-8
STRENGTH 6 STAMINA 7 AGILITY 3
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Acrobatics 2 (+5)
Athletics 3 (+9)
Expertise (Survival) 9 (+10)
Intimidation 10 (+9 Size)
Perception 9 (+10)
Stealth 7 (+7)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Diehard, Extraordinary Effort, Fast Grab, Fearless, Follow-Up Strike, Great Endurance, Improved Critical (Teeth) 3, Improved Hold, Improved Initiative, Prone Fighting

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 2 (8 mph) [2]
"Natural Weapons- Claws" Strength-Damage +1 [1]
"Giant Sabre-Teeth" Strength-Damage +2 (Drawbacks: Inaccurate) [1]
"Cold-Based Hunter" Movement 1 (Environmental Adaptation- Cold) [2]

"Spotted/Tan Coat" Enhanced Skills 4: Stealth 4 (+11) (Flaws: Limited to Plains & Grassland) [1]

"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Strength-Damage +1 [1]
Protection 1 [1]

Offense:
Unarmed +9 (+7 Damage, DC 22)
Claws +9 (+8 Damage, DC 23)
Teeth +7 (+10 Damage, DC 25)
Initiative +7

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +7, Fortitude +9, Will +9

Complications:
Disabled (Animal)- Cats cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: 28 / Skills: 40--20 / Advantages: 15 / Powers: 21 / Defenses: 17 (101)
Last edited by Jabroniville on Tue Aug 01, 2017 11:33 am, edited 1 time in total.
Jabroniville
Posts: 24806
Joined: Fri Nov 04, 2016 8:05 pm

Hill Giants

Post by Jabroniville »

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These Giants are nearly double the size of a full-grown man, with human heads barely reaching past their hips. Their hulking bodies are wrapped in simple animal skins (many stitched together, as a full moose shawl would fail to cover everything). Their huge muscles appear too big for their comparatively-stout limbs, and their sloping foreheads imply an intelligence as small as their strength is large.

COMMON "HILL" GIANT
Creature Type: Humanoid, Giant
Typical Adult Height: 9'-11'
Birth Rate: 1-2 infants once a year
Lifespan: 0-10 (Child), 11-15 (Young Adult), 16-39 (Adult), 40-55 (Elder)
Nicknames: Common or Hill Giant
Sexual Dimorphism: Mammaries & size, more delicate features.
Skin Tones: Pink, grey, brown
Hair: Usually dark, but any possible
Racial Mounts & Animals: Elephants (rarely)
Racial Weapons: Clubs, Giant Cleavers & Rocks
Religion: The Gods of Battle, Terror, Loyalty, Stone-Throwing & Thievery

Allies: Greenskins, Trolls, Giants

Encounter Groups:
Solo (1)
Gang (2-5)
Band (6-10 plus 0-2 Elites, 0-20 Slaves, 0-5 Dire Wolves, 0-10 Orcs, 0-1 Heavy)
Tribe (11-30 plus 1-7 Elites, 0-50 Slaves, 0-10 Dire Wolves, 0-30 Orcs, 0-10 Heavies, 0-2 Monsters)

PL Variants:
PL 5: Commoners, Aged Ones, Weaker Specimens
PL 6: Weaker Specimens
PL 7: Common Hill Giant
PL 8: Elites
PL 9+: Important Characters

-Hill Giants are the third-most populous giants after the Ogres & Frost Giants, often called Common Giants. They are very common on human-controlled lands, and are thus the default most races think of when they consider Giants. Culturally, they form roving bands quite often, and are mostly nomadic, rarely sticking to the same area for more than a year. With appetites as large as those of Ogres, but scaled up, they can devastate entire countrysides in a matter of weeks, and few smaller races have the arms and power necessary to drive them back. For this reason, Hill Giants are notorious amongst other races, and are a major target of Questers if located in an area. Their culture is as size and strength-obsessed as Orcs and Ogres, leading to brawls and a general tendency towards brawn instead of intellect, leaving them as one of the most thick-headed peoples.

-Hill Giants vary in size and shape in the same way that humans do, but their physical differences can leave some varieties looking like different species. The Hill Giants in some regions look like monstrously-built grey-skinned humanoids with Neanderthal-like heads. Others are pink-skinned, quite fat, very hairy, and very ugly, with bulbous noses and sloping foreheads. Others still look more like scaled-up version of humans, with varying skin-tones. Some Hill Giant females are considered quite comely (being large, well-built human-esque women), while others are the stuff of horrors when they "claim" human mates from invaded villages. It is presumed or implied that Hill Giant interbreeding with Ogres and Humans in their own lands has resulted in these differences, as well as selective breeding by the strongest members of a tribe- it is known that within a few generations, most Giants in a Hill Tribe will resemble the leader in some way.

-Because of their Orc & Ogre-like tendencies, these Giants are often welcomed into their lands, sharing the wealth and moving alongside vast armies in conquest. Despite taking a larger share of the spoils of war (especially the food and alcohol), Hill Giants' power makes up for it, and the other races respect (and envy) them highly for it. Hill Giants are usually allied mercenaries of the Orcs in such a fashion, though many Hill Giant groups will contain Questing Orcs, hoping for some scraps. Many a tough Orc of legend got his reputation by hanging "Wit' tha big 'uns". Other species of Giant despise the Common variety, believing them to be responsible for most of the anti-Giant hysteria in the world (mostly true), and thus most others will strongly suggest roving Hill Giants swiftly move away.

-Even some Human armies make use of Hill Giants, often making them dress up in scaled-up suits of armour and with more masterwork weapons (most Giants use simple clubs and rocks). These Giants are often made fun of by their kin, until these great weapons are used- then the laughter stops. All but the largest armies possess only one or two of said creatures, however- they're much too massive and take up far too many resources to do otherwise. Most Hill Giants merely get better at fighting the more powerful they become, but some rare ones will learn other abilities. A few rare Hill Giants will learn to ride Elephants or Indricotheres as mounts- such a sight is considered one of the most exotic and terrifying sights to see in all a soldier's travels!

Jab's Notes: Hill Giants were pretty decent, though obviously meant as bottom-tier Mook-y Giants in D&D. They're basically Orcs scaled up (and oddly fitting the same concept as Ogres for the most part- I shrunk the Ogres down for this reason), big dumb fools using makeshift things as weapons. But they're BIG- people forget what a TEN FOOT TALL HUMANOID would really look like- you'd come up around their belly-button if you're LUCKY, and they would be immensely strong and heavy.

COMMON HILL GIANT
Role:
Giant Man
PL 7 (55)
STRENGTH
6 STAMINA 7 AGILITY -1
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 0 PRESENCE -1

Skills:
Athletics 3 (+9)
Close Combat (Unarmed) 2 (+7)
Expertise (Survivalist) 6 (+6)
Intimidation 9 (+9)
Perception 1 (+1)
Ranged Combat (Rocks) 3 (+5)

Advantages:
All-Out Attack, Equipment 2, Fast Grab, Improved Hold, Ranged Attack 2, Startle, Takedown, Ultimate Strength Check, Withstand Damage

Powers:
Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
"Giant Senses" Senses 1 (Acute Scent) [1]
"Giant's Reach" Strength-Damage +1 (Feats: Reach) [2]

"Wall of Mass"
Protection 1 (Extras: Impervious 3) [4]
Immunity (Cold) [1]

Equipment:
"Rocks" Strength-Damage +1 (Feats: Resticted to Large Creatures) (Extras: Ranged 7) (9) -- (10)
AE: "Giant Club or Cleaver" Strength-Damage +2 (Feats: Restricted- Size) (Extras: Penetrating 2) (5)

Offense:
Unarmed +7 (+7 Damage, DC 21)
Giant Club +5 (+9 Damage, DC 24)
Thrown Rocks +5 (+7 Ranged Damage, DC 22)
Initiative -1

Defenses:
Dodge +2 (DC 12), Parry +6 (DC 16), Toughness +8 (+2 Impervious), Fortitude +10, Will +2

Complications:
None

Total: Abilities: 16 / Skills: 24--12 / Advantages: 12 / Powers: 15 / Defenses: 11 (55)

-Hill Giants are much larger versions of Ogres in many respects, having most of the same abilities (but less of a supernatural aptitude towards eating strange materials), but much greater strength. Dealing out horrific amounts of damage, and actually having greater likelihood of hitting than the smaller, presumably-quicker Ogres (mostly thanks to having larger limbs & weapons), Giants are truly fearsome, and will be easily able to overcome all but the best of the other races' Elites. Indeed, Hill Giants can face down a charge from several basic Lancers, break the armour of a Masked Knight with one blow, and face off anyone short of the Ironguts or 'Eavy Metal Orcs in single combat (and even then, the stakes are at least equal). Simple-minded, but extremely powerful.

-Hill Giants frequently "upgrade" to get better equipment such as armour. Such things are VERY pricey for such large creatures, and thus it is quite expensive. Many interested parties will still foot the bill if it means a large, angry Sellsword Giant gets a full suit of mail with which to dominate his foes.

Jab's Notes: The Common Hill Giant is basically an upgraded version of an Irongut Ogre, making the Hill Giants one step up the Giant chart, just under the Common Giants of other races. They're big, fat and stupid, but are still dangerous at PL 7. That's enough to make them a deadly challenge to even "topped-out" PL 8 & 9 PCs, so it might be recommended to make experienced enough characters treat them as Mooks- it's not like Toughness 8 is that easy to overcome for Human-level guys anyways. Doing +9 Damage for a recurring creature in this world is QUITE devastating as well. Note the low Dodge, though- I don't figure these guys for agile targets.
Spectrum
Posts: 3138
Joined: Fri Nov 04, 2016 8:08 pm

Re: Castellia- A Fantasy Setting (Man-Scorpions! Eeveelutions! Ogres!)

Post by Spectrum »

I'm a little miffed- you have a wonderful display of Eevees but you don't include a link to the Dodger skit? For shame good sir!
We rise from the ashes so that new legends can be born.
Jabroniville
Posts: 24806
Joined: Fri Nov 04, 2016 8:05 pm

Re: Castellia- A Fantasy Setting (Man-Scorpions! Eeveelutions! Ogres!)

Post by Jabroniville »

Spectrum wrote: Thu Aug 03, 2017 1:11 am I'm a little miffed- you have a wonderful display of Eevees but you don't include a link to the Dodger skit? For shame good sir!
Oh yeah, forgot about that. Maybe I was just afraid of turning into a fursuiter.
Jabroniville
Posts: 24806
Joined: Fri Nov 04, 2016 8:05 pm

Melkarr

Post by Jabroniville »

Image

MELKARR (Male Hill Giant Quester)
Role:
Giant Man, Big Boss, Mercenary
PL 9 (124)
STRENGTH
7 STAMINA 8 AGILITY 0
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Athletics 4 (+11)
Close Combat (Unarmed) 3 (+10)
Close Combat (War Axe) 1 (+8)
Deception 6 (+5)
Expertise (Survivalist) 7 (+7)
Insight 4 (+4)
Intimidation 12 (+12)
Perception 5 (+5)
Persuasion 3 (+2)
Ranged Combat (Rocks) 3 (+7)
Stealth 4 (+1 Size)

Advantages:
All-Out Attack, Chokehold, Equipment 3, Fast Grab, Improved Hold, Improved Critical (Axe Slab), Improved Smash, Power Attack, Ranged Attack 5, Sidekick 16 (Largo the Elephant), Startle, Takedown 2, Ultimate Strength Check, Withstand Damage

Powers:
Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
"Giant Senses" Senses 1 (Acute Scent) [1]
"Giant's Reach" Strength-Damage +1 (Feats: Reach) [2]

"Wall of Mass"
Protection 1 (Extras: Impervious 3) [4]
Immunity (Cold) [1]

Equipment:
"Rocks" Strength-Damage +1 (Feats: Resticted to Large Creatures) (Extras: Ranged 8) (10) -- (11)
  • AE: "War Axe" Strength-Damage +2 (Feats: Restricted, Reach 2) (Extras: Penetrating 5) (9)
"Giant-Sized Armour" Protection 1 (Extras: Impervious 2) (3)

Offense:
Unarmed +10 (+7 Damage, DC 21)
War Axe +8 (+10 Damage, DC 25)
Thrown Rocks +8 (+7 Ranged Damage, DC 22)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +9 (+10 Armour, +2-3 Impervious), Fortitude +11, Will +6

Complications:
Motivation (Greed & Power)

Total: Abilities: 30 / Skills: 52--26 / Advantages: 36 / Powers: 15 / Defenses: 17 (124)

LARGO
Role:
Giant Animal, Supreme Mount
PL 9 (78)- Minion Rank 6, Sidekick Rank 16
Normal Version:
PL 8
STRENGTH 8 STAMINA 10 AGILITY -2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Close Combat (Unarmed) 4 (+8)
Expertise (Survival) 5 (+5)
Insight 1 (+1)
Intimidation 11 (+11 Size)
Perception 3 (+3)

Advantages:
All-Out Attack, Diehard, Equipment, Extraordinary Effort, Fast Grab, Fearless, Improved Critical (Unarmed) 2, Improved Grab, Last Stand, Startle, Takedown, Withstand Damage

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Extended Hearing) [3]
"Tremor-Detecting Feet" Senses 4 (Accurate Ranged x2 Touch) (Flaws: Limited to Half-Effect) [2]
"Trunk" Extra Limbs 1 [1]

"Natural Size" Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, +1 Speed) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Strength-Damage +2 (Feats: Reach 2) [4]
"Thick Layer of Skin" Protection 1 (Extras: Impervious 7) [8]

Equipment:
"Elephantine Armour" Protection 1 (Extras: Impervious 3) (4)

Offense:
Unarmed +8 (+10 Damage, DC 25)
Initiative -2

Defenses:
Dodge +2 (DC 12), Parry +6 (DC 16), Toughness +11 (+12 Armour, +4-5 Impervious), Fortitude +12, Will +6

Complications:
Disabled (Animal)- Elephants cannot speak to humans, nor use their feet to easily manipulate objects. Their trunks can, however, but not to the extent of human hands.
Rivalry (Other Males)- Elephant Bulls must duel other males for mating rights.
Weakness (Poor Vision)- Elephants have poor eyesight, and often miss things unless directly in front of them, and close by. This makes them easy to startle or sneak up on, and makes them wary of small creatures that make great deals of noise (no really- the Mythbusters proved they don't like mice).
Temper- Elephants are notoriously ornery (especially males). Most are prone to sudden charges, however most are "bluffs".

Total: Abilities: 2 / Skills: 24--12 / Advantages: 12 / Powers: 32 / Defenses: 20 (78)

-Melkarr is one of the most powerful Hill Giants in the world- a great leader, he is one of the few who can afford to keep his own Elephant. He was a member of a minor Hill Giant tribe that had overwhelmed a travelling circus, capturing most of it's animals and workers as slaves. Most soon died, but Melkarr took special notice of the Southlands-borne Elephant named "Largo". Raising the creature specifically, he meant it for the tribe leader as a mount, but soon ensured the creature's loyalty for himself. When the tribe's leader was killed in combat against an Adventuring Party (an act Largo & Melkarr did little to avoid- they hid away as soon as the tide turned), the pair ran off with the survivors, and formed their own tribe. Within a decade, Melkarr and his Elephant were a lethal mercenary force, charging some of the highest Questing wages on Castellia. His tribe (some 20-30 Hill Giants, plus around 20 Orcs, 3 Ogres and a number of Goblins and Humans) moves from place to place, never staying for too long (their rowdiness is as fabled as their destructiveness) moves between Marsellia, Gallea and the Orc Lands, collecting bounties and gaining treasure all the way. And Melkarr and his loyal Largo are as yet unchallenged.
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Joined: Fri Nov 04, 2016 8:05 pm

Hill Giants (Civilized)

Post by Jabroniville »

ImageImageImage

SHUT UP!! YOU DON'T GET TO JUDGE ME!!!

CIVILIZED HILL GIANT
Role:
Giant Men & Women
PL 7 (73)
STRENGTH
6 STAMINA 7 AGILITY 0
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 3 (+9)
Close Combat (Unarmed) 2 (+7)
Expertise (Survivalist) 6 (+6)
Intimidation 9 (+9)
Perception 2 (+2)

Advantages:
Equipment 2, Fast Grab, Improved Critical (Sword), Improved Hold, Ranged Attack 4, Startle, Takedown

Powers:
Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
"Giant Senses" Senses 1 (Acute Scent) [1]
"Giant's Reach" Strength-Damage +1 (Feats: Reach) [2]

"Wall of Mass"
Protection 1 (Extras: Impervious 3) [4]
Immunity (Cold) [1]

Equipment:
"Throwing Javelin" Strength-Damage +1 (Restricted- Size) (Extras: Ranged 7) (9) -- (10)
  • AE: "Giant Sword" Strength-Damage +2 (Restricted) (Extras: Penetrating 2) (5)
Offense:
Unarmed +7 (+7 Damage, DC 21)
Giant Sword +5 (+9 Damage, DC 24)
Thrown Javelins +5 (+7 Ranged Damage, DC 22)
Initiative -1

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +8 (+2 Impervious), Fortitude +9, Will +3

Complications:
None

Total: Abilities: 24 / Skills: 22--11 / Advantages: 11 / Powers: 15 / Defenses: 12 (73)

-The more "Civilized" branches of the Hill Giant race appear to be scaled-up Humans at ten feet. They are slimmer and more svelte than regular Hill Giants, but retain massive strength. They are also faster and less foolish than their burlier kin, but theories vary as to why this is. Some think it is thanks to differing standards of breeding and proximity to more civilized folk, but it is actually because of the direct inclination of the Giant Gods, who selectively bred the smartest Hill Giants with Godlike ancestors, creating a smarter variety. Though the race is more centred and amiable than other Giant-Kin, it is believed by some that the Giant Gods will use them as the ultimate Foot Soldiers in an eventual war to re-take Castellia. However, this is years away- this variety is one of the least-populous types of Giant (enough so that they exist more in rumor than in fact- many folk tales exist of brave male Questers taken off, to be slain in a ritual called "Znu-Znu"). Currently, they reside in scattered tribes throughout the lower end of the Castellian Crescent (in both Marsellia and Gallea), wearing outfits resembling those of the Olympian Pantheon.

Jab's Notes: I couldn't decide whether or not to just copy D&D's Hill Giants wholesale, or make a really cool 10-foot Human variant, but then I realized that it was MY world, and I could do whatever the hell I wanted with it :)! Honestly though, I actually based these off of a story in "Archie the Barbarian" (a "Conan" parody done in the "Archie" books), where Archie & Jughead got captured by a race of titanic Amazons. It was AWESOME (mostly because giant women drawn by Dan DeCarlo are the greatest thing ever), and so I translated it over to my system, using them as a race of Greek God-dressing civil folk.
Gamebook
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Re: Castellia- A Fantasy Setting (Man-Scorpions! Eeveelutions! Ogres!)

Post by Gamebook »

Oh lordy, that episode of Futurama again. I wonder if the producers of the show realized just what a can of fetish they were popping open when they did it.

In regards to a race of fantasy giants that is more civilized and intelligent but also smaller and less towering over the more regular races an interesting take was done by game designer Monte Cook in his Arcana Unearthed: Diamond Throne setting for 3ed D&D. His giants were a highly civilized people who came over the sea to liberate a land from evil dragon-creatures. They were like more benevolent Romans, being superb at war, government and engineering. They started out as about 7-8 feet tall but could through magic rituals progressively attain sizes comparable to the usual fantasy giants.

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L-Space
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Re: Castellia- A Fantasy Setting (Man-Scorpions! Eeveelutions! Ogres!)

Post by L-Space »

The idea of civilized giants it always a neat idea and has really cool visuals to them. I think the main problem is that for "balance" issues you have to come up with reasons why they're not the ruling species, since most people would have a tough time fighting an organized army of giants.
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Gamebook
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Re: Castellia- A Fantasy Setting (Man-Scorpions! Eeveelutions! Ogres!)

Post by Gamebook »

Monte Cook didn't bother with balancing them. In the Diamond Throne setting the giants are the dominant species. The entire land is an empire under their absolute control. They do indeed field entire armies of giants, all in full plate armor wielding great weapons and they are just invincible.
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Re: Castellia- A Fantasy Setting (Man-Scorpions! Eeveelutions! Ogres!)

Post by Jabroniville »

Gamebook wrote: Thu Aug 03, 2017 7:49 pm Oh lordy, that episode of Futurama again. I wonder if the producers of the show realized just what a can of fetish they were popping open when they did it.

In regards to a race of fantasy giants that is more civilized and intelligent but also smaller and less towering over the more regular races an interesting take was done by game designer Monte Cook in his Arcana Unearthed: Diamond Throne setting for 3ed D&D. His giants were a highly civilized people who came over the sea to liberate a land from evil dragon-creatures. They were like more benevolent Romans, being superb at war, government and engineering. They started out as about 7-8 feet tall but could through magic rituals progressively attain sizes comparable to the usual fantasy giants.

Image
What kind of sick weirdo would get a fetish from that episode?

...

...

"It Thog's first time! BE GENTLE!"
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Castellia- A Fantasy Setting (Man-Scorpions! Eeveelutions! Ogres!)

Post by Jabroniville »

Also: Imperious Giant Ladies dressed as Goddesses? HELL YES.
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Scots Dragon
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Re: Castellia- A Fantasy Setting (Man-Scorpions! Eeveelutions! Ogres!)

Post by Scots Dragon »

Jabroniville wrote: Fri Aug 04, 2017 3:10 am Also: Imperious Giant Ladies dressed as Goddesses? HELL YES.
Most goddesses tended to manifest in giant-size. The Norse pantheon for instance were frequently able to reproduce with the Jotun. Make of that what you will.
Formerly known as Narsil on the ATT and Ronin Army forums.
Jabroniville
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Stone Giants

Post by Jabroniville »

Image

An elite Stone-Singer, having permanently changed his own appearance.

STONE GIANT:
Creature Type: Humanoid, Giant, Earth/Rock
Typical Adult Height: 11'-13'
Birth Rate: 1-2 infants once every two years
Lifespan: 0-10 (Child), 11-15 (Young Adult), 16-49 (Adult), 50-200 (Elder)
Nicknames: Rock Giant, Mountain Giant (this is actually another type of Giant)
Sexual Dimorphism: Mammaries & size, more delicate features.
Skin Tones: Any shade of known "rock"-like mineral- black, brown, grey, red, with hints of yellow or any other shade
Hair: None.
Racial Mounts & Animals: Dire Rams, Bears (Giant or Common)
Racial Weapons: Large rocks, hammers
Religion: The Gods of Earth, Protection, Art, Family & Hoarding

Allies: None

Encounter Groups:
Solo (1)
Gang (2-5)
Band (5-10 plus 0-1 Elite, 0-5 Bears)
Tribe (10-40 plus 2-8 Elites, 0-20 Bears)

PL Variants:
PL 6-7: Weaker Specimens
PL 8-9: Common Stone Giant
PL 10: Elites
PL 11+: Important Characters

-Stone Giants are reclusive, but the most clannish of all Giants, forming close-knit family groups that rarely (if ever) part. Able to subside on mineral deposits, they are among the few Giants that do not raid or hunt- this is due to their lineage from the Gods of Stone near the dawn of the Age of Giants. Among the more innately magical Giants, they were at first quite powerful, numerous and violent, lording their positions over other Giants, but they were eventually overpowered and overthrown by their more bloodthirsty brethren. This provided the race with a source of eternal shame and xenophobia, and so they rarely interact willingly with other sentient races. They use their own powers, and a large breed of Mountain Sheep to move things about.

-The breed spend a lot of time working on "Stone-Shaping"- many of their kind specialize in abilities that modify the stone around them, believing it to be of deep religious and spiritual significance. The greatest "Stone-Singers" are among the most respected members of Stone Giant tribes.

-Stone Giants are among the most unique of Giants- lacking "skin" as most creatures would know it- their epidermi are made of solid, magical stone that moves in plates like a suit of armour. Internally, however, they are very much flesh and bone like other Giants. Effectively, they wear a permanent suit of armour. This makes them more durable than normal for their size, and in fact they are equally as tough as the much larger Frost or Fire Giants.

Jab's Notes: I never cared for Stone Giants- they're decent enough, but lack the character of the other Giants. They're just big rocky dudes without any kind of cool, unique culture to them. I decided to turn them into a xenophobic-but-basically-good race, being affected by past guilt from the "before time" when Giants were Kings of the World. And instead of just making them big rocky dudes, I added on some low-level Magical powers.

Image

STONE GIANT
Role:
Giant Man, Xenophobic Creature
PL 8 (102)
STRENGTH
7 STAMINA 8 AGILITY -1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE -1

Skills:
Close Combat (Unarmed) 1 (+7)
Expertise (The Mountains) 8 (+8)
Intimidation 6 (+5, +7 Size)
Perception 6 (+7)
Ranged Combat (Thrown Rocks) 2 (+6)
Stealth 3 (+2, -3 Size)

Advantages:
Equipment 2, Favoured Environment (Mountains & Hills), Improved Critical (Hammer or Rock), Ranged Attack 4

Powers:
Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]
"Giant's Reach" Strength-Damage +1 (Feats: Reach 2) [3]
"Stone Skin" Protection 2 (Extras: Impervious 11) [13]

"Mountainous Creatures"
Movement 1 (Environmental Adaptation- Mountainous & Rocky Terrain) [2]
"Man of Stone" Enhanced Skills 8: Stealth 8 (+5) (Flaws: Limited to Mountainous & Rocky Terrain) [2]
Immunity 3 (Heat, Cold, Radiation) [3]
"Stone Sense" Senses 4 (Ranged Radius Touch- Accurate) [4]

"Shape Earth" Transform 6 (Earth to Earth) (12) -- [13]
  • AE: "Move Earth" Move Object 8 (Flaws: Limited to Earth, Limited to on the Ground) (4)
Equipment:
"Thrown Rocks" Strength-Damage +1 (Extras: Ranged 8) (9) -- (10)
  • AE: "Hammer" Strength-Damage +1 (Feats: Reach, Penetrating 4) (6)
Offense:
Unarmed +7 (+8 Damage, DC 23)
Hammer +6 (+9 Damage, DC 24)
Thrown Rocks +6 (+8 Ranged Damage, DC 23)
Initiative -1

Defenses:
Dodge +4 (DC 14), Parry +5 (DC 15), Toughness +10, Fortitude +9, Will +3

Complications:
Weakness (Earth-Based Attacks)- Being comprised of magical stone, Stone Giants are vulnerable to any spell or effect that affects such material- Earthquake powers, etc.
Power Loss (Stone Sense)- Stone Giants cannot use their Stone Sense when not on Earth. Materials such as wood or ice "block" their senses.
Responsibility (The Clan)- Stone Giants protect the Clan at all costs, and avoid

Total: Abilities: 24 / Skills: 24--12 / Advantages: 8 / Powers: 49 / Defenses: 9 (102)

Jab's Notes: A common Stone Giant is PL 7.5, a tiny notch lower than the other Middle-Sized Giants (Fire, Frost, etc.), and keyed towards lower-level strength and damage. They have some extra powers (Transform & Geokinesis), making them pricier.
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Re: Castellia- A Fantasy Setting (Man-Scorpions! Eeveelutions! Ogres!)

Post by Jabroniville »

Scots Dragon wrote: Fri Aug 04, 2017 7:35 am
Jabroniville wrote: Fri Aug 04, 2017 3:10 am Also: Imperious Giant Ladies dressed as Goddesses? HELL YES.
Most goddesses tended to manifest in giant-size. The Norse pantheon for instance were frequently able to reproduce with the Jotun. Make of that what you will.
Yeah, I remember reading some tales of Norse Gods mating with female Jotun- it made me wonder what the default size of the Aesir was supposed to be, or if it was variable.

All of my settings that involve deities tend to have them manifest at large sizes- the Olympians especially have both a "regular" size, and their default, ten-foot height. They were descended from the Titans, after all.
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