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Giant: The Perfidious
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== Templates: What Kind of Giant Are You? == Character generation of a giant starts the character up with no classes or clans, the only unique feature is a single Honor, or a Godlike trait he's given credit for. A Giant can take 5 separate categories of Honors, which are split off groups called Totems, or a code that the Giant follows, lest he lose Worthiness. Note that a Giant can only learn Honors of his current Totem; To learn those of another he must change the his life path to another Totem. Honors are powered by Ley Energy, and since Giants can't store Ley Energy, they can only be activated in areas of A: Great cultural, occult or religious relevance or B: Places that the Giant has used his innate Landshaping abilities to cultivate Ley Lines of varying potency. === Gigantes === Powerstat: Connection Giants start at Size 8, with an average male being about 9 feet tall and weighing about 500 pounds. Both will increase with Connection, to the point where a giant falling down will take lethal damage from bones cracking under his own weight. Giants start with their Strength, Dexterity and Stamina caps at 6, When starting characters, Farmers recieve 1 stamina and presence, Warchiefs recieve 1 strength and stamina, Hunters recieve 1 dexterity and intelligence >As a giant grows in their powerstat and size, they should probably take increasingly heavy social penalties to interactions with normal humans. >I'm thinking the social penalty mentioned by >>17187841 ought to come in the form of unconsciously slipping in little quips, jibes, diminutives, and remarks that belittle, tease, demean, and otherwise unflatteringly remind people that you're the one who is large and in charge here. You don't mean to do it, it's just...they're so small, it just sort of comes out... >It's probably something that bothers giants who were raised in human society, as human interactions aren't a mystery to them and they are thus capable of grasping the idea that people, well...*don't fucking like being talked down to*. === Grendel === When a giant and a giant get together and get nasty, their child is always going to be a savage beast-man, loyal only to her parent. Powerstat: Connection === Half-Giants === Half-Giants are surprisingly common, and most are relativily well-adjusted individuals indistinguishable but for their seemingly effortless feats of strength and the sickingly sweet stench of their blood, though sadly they cannot pass this blood on, as every Half-Giant is sterile. Half-Giants suffer from Doubt in the same way that Giants do, though it takes a long time after they are dead for it to sink into public consciousness. King Arther, Jack the Giantslayer, Tom the Tinkard, even great Corineus who killed the terrible Gogmogog, all were half-giants with their history drifting away, replaced by "Kings and Lords who actually existed". Half-Giants also make the best Giant-Killers; Their almost human physiology doubled with the strength granted by their preternatural connection with Giants gives them a magical edge; Half-Giants recieve +1 to their dice pool when opposing Giants in a contested action, and spending Willpower in such a situation will grant 4 dice instead of the regular 3. Because of their heretige, however, they are hunted in turn by a surprising opponent with terrible regularity: Vampires. Their value to Kindred is two-fold; Half-Giants can make the most efficient Ghoul you can ask for, and the overpoweringly sweet aroma of their blood is too much to resist, so potent they can be picked out of a room filled with drunk partygoers by smell alone. Vampires receive one extra point of Vitae for every one drunk, which does not stack with the Third Coil of Blood, Perspicacious Blood. Half-Giant is a template that you can add to any mortal character that grants them 9-again on Strength rolls, as well as decreasing the cost of all physical attributes by one experience point, and Half-Giants may purchase the Giant Merit at character creation for two dots instead of the regular 4. Half-Giants may not take any Totems, as they have morality, rather then Worthiness and thus have no need for Totemic stipulations. However, they may take Jotnar Honors if they are accepted into the Council (A regular occurance, roughly 1/3 of all Jotnar are Half-Giants), though they must still draw Ley Energy from Ley Lines they cannot create in order to use these powers. Half-Giants can be Embraced, Awakened, turned into Changelings (With the Wyrd seemingly having a preference towards the Ogre Seeming) or have their bodies turned into Prometheans, though they cannot carry Uratha blood, since that overwrites the legacy of the Two Brothers. === The Inherent Powers of Giants === ==== The Curse of Doubt ==== Giants do not need to maintain a Masquerade, though this does not mean that they can simply throw caution to the wind. However much they may fear modern weaponry, they, like their cousins the gods, will inevitably be forgotten and dismissed as allegory and myth. Save for fascinatingly detailed stories written in parchment, their legacies will crumble because, as with the relation between all Gods and all men, from time to time even the most auspicous of clegy tend to doubt. And why not? The village over the hill claims to be plagued by a massive two-headed beast that breathes fire! How fantastic! It's so ridiculous I wouldn't believe it if I saw it with my own eyes! Even in the modern world, when men who have seen the hairy, apelike Grendels of the Pacific-Northwest can't keep their stories together, their memories becoming muddled by doubt and only validity of her existence being in old newspapers and half-somber internet sites. Military excursions will eventually review their reports and gawk at how they could have possibly written down "Giant" where they clearly remember ambushing a small group of terrorists. To this end, stories are very important to the Giants, and most Councils have established literacy programs in order to preserve their mostly lost histories, as after their deaths, even the closest of Pantheons will forget their friends and lovers without stories to occasionally remind them who they're fighting for. Because of this, the mark of a truly successful Giant, one who has lived a life worth living, Worthy or not, is a giant who has written his own Autobiography. Councils store the originals in the most secure vaults of their keeps and strongholds, and ensure copies are available for giants to reminisce over lost friends. In this way, even the Damned have a comfort knowing that though they may died, the memories of their lives on Earth will be immortal. ==== Blood and the Olfactory ==== Giants, so strongly tied to the earth, can with a simple whiff find where the father of the subject was born, and if it is strong, the balance of the Murderer's Curse in his blood. On that same note, by being in the vicinity of blood, they can pinpoint what direction is North and where they are in relation to the blood of the subjects father. Being surrounded by multiple targets does confuse the Giant a bit; For crowds of 10 people within 10 yards of the Giant, he will take a -1 penalty to wits rolls to a cumulative -3 penalty. Being in the vicinity of a vampire also confers a -1 penalty to a maximum of -3, as the blood within his body is stolen, causing the Giant's mental compass to spin out of control. ==== Gigantomachia: Creation of Singing Weapons and Aloadate Companions ==== Originally named for war between Giants and Gods, now used as the name for rituals involving utilization of Ley Lines to create Singing Stones, Objects made of mundane rock or metal. Using Gigantomachia, the Giant can craft magical animals and items using mundane items. Regardless of shape, this item will be alive, and may bestow magical properties to her owner. (Paul Bunyan with Babe the Blue Ox, Golden Goose, Singing Sword, and Greek Giants, expand) ==== Feng Shui ==== ==== Terrasculpting ==== Create massive changes to the landscape immediately or over time. This is a fraction of Nephilim magic that giants inherently have access to. Its rules exists beyond time, law and chaos, a magic not native to this realm, and covers its artificial nature flawlessly, as it always appears to have been naturally made; So much does it hide it's true form that it projects a mental glamour that clouds the minds of all that see or remember it, and for all intents and purposes, has been naturally created through the grind of time. It can also be used as an attack, creating sinkholes, growing mountains and moving the very rock beneath them as if it were a weapon in order to harm prospective Giant-Slayers. Unless you are Worthiness 3 or below, using it causes you to have to roll to see if you suffer from Worthiness degeneration, as Terrasculpting is not respecting nature. You do not need to spend Ley Energy to activate Terrascupting. ==== the Divining of Gold ==== ==== Flaws ==== Multiple Heads No Legs Terrifying Loud ==== Merits ==== === Of Mice and Immortals === Post relationships between supernaturals here, sucka '''Official Templates''' Mortals: Giants and humans have a turbulant history. Giants are born to human parents, each and every one, and as such have at least some capacity to understand most human sensibilities, and thus opt to stay away from developed areas in fear of frightening the people with the big guns. Giants are sufficiently rare enough to escape the notice of mundane mortals by opting to live in inhospitable environments, and if they're spotted, the Doubt will take care of them. This does not mean that all giants shy away from people; The less scrupulous giants tend to see humans as subjects to rule over at best, food at worst. The most arrogant may even choose to ignore them the same way a man might ignore a flower in his path. However, should the giant choose to exercise conquest, they usually keep to small towns, lest they draw the attention of Giant-Slayers or the Wenennefer. Generally speaking though, historically Giants didn't hide very well, but they were rare, and never carried nor cared for much political power amongst the kingdoms of man, opting to raise their status among their Councils. Vampires: There are always a few young vampire coteries with eyes bigger than their stomachs. The Elders like to think of the Giants as natural selection weeding out the neonates too stupid to survive. The Giants get to use vitae in the crafting of singing weapons. It is a equitable arrangement for both sides. Werewolves: After a few ugly wars over territory back in the day, both sides decided that perhaps it was best to just pretend that the other didn't exist. This has obviously not been upheld perfectly over the years but it remains a general status quo. Mages: GANGWAR OVER LEY LINES BITCHES also tell me about ascension Prometheans: Prometheans and Giants prefer to avoid eachother. Prometheans prefer to not get wrapped up in the power struggles of Giants, as they tend to leave areas in ruin faster than wasteland ever could. While Giants are not immune to disquiet, they are fascinated by it. Some Giants believe one of their kind first discovered the Promethean Fire, That Prometheus himself was a giant punished by the pantheonic gods for giving humanity such power. Others say they may have been an attempt to build new giants, or even revive the Pure Brother. Still, Prometheans often find themselves stalked and indeed captured by the more greedy giants, who refuse to believe that these creatures are anything more than thrir own plaything. In other words, they have a very strained relationship, made worse by the hubris of Giants. Changelings: Scholars are close to Changelings due to their reliance on fairy tales and myth to establish their history, both have a lingering shudder crawling up their spine that the Pantheonic Gods and the Gentry are one and the same. note: gentry = warnings, gods = epic stories of conquest, differing genres. It's a grisly optimism in the tales of the Giants that supports this separation of the two. Sin-Eaters: Sin Eaters and Giants have little to no relationship whenever possible. The two very rarely make similar enemies, or even enemies of eachother. Beasts: Giants often wonder if they are subset of beast, or if beasts were created by nightmares of giants. Either way, the two groups tend to get along, more often than not. Maybe it's the mutual suffering of being a powerful monster trapped in an age that forgot about them, maybe it's the need to attach to myths, or maybe it's a mutual understanding between monsters in general. Whatever it is, the two tend to remain on good terms. Hunters: Giants tend to take land power for themselves, often forcing people out of work, or even worse, off of their homes. As a result, they make enemies with the Night Watch, The Union, and Task Force Valkyrie very easily. Heroes: They hate eachother, plain and simple. A giant is a creature of power, often noble in it's pursuit of land and wealth, thus making heroes view them as Ideal enemies. Some say David was a misguided Hero who killed Goliath, mistakenly believing him to be a monster. Same with Grendal, Sticky Hair, and various other famed Giants. It's hard to tell who was a Giant and who was a beast when both thrive on myths. '''Homebrew Templates''' Half-Giants: Genii: Surprisingly good relations here. Both sides know the pain of being doubted and dismissed. The let us say, unique, worldview of Genii allows them to accommodate the Giants as Bardo creatures and sidestep the curse of doubt. Giants don't inspire Havoc and there are occasional collaborations to experiment combining Axioms and Gigantomachia. The results are.. inconclusive and very dangerous. Leviathans: Lots of bad blood from the olden times here. Thousands of feuds, insults, wars, and petty slights. The world was literally not big enough for the both of them. Princesses: Giants and Princesses are more often than not enemies. Indeed, Giants are the polar opposite of a Princess: A Giant looks down on human ideals, whereas a Princess looks up to them. Think of how 4channers view tumblr and vice versa for a general idea of how they see eachother. Feel free to add your own!
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