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Giant: The Perfidious
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== Totems and Honors == For editors: The first dot should be an passive survival power (Such as Water Giants being able to withstand extreme pressure and breathe underwater). Honors within the same Totem should compliment each other and work towards the goal determined by their totem, though mixing and matching Honors shouldn't be a problem (A Giant of Mirth and Sorrow? Why the fuck not?). Every individual Honorific (The actual dotted abilities themselves will be called Honorifics, natch) should designate what constitutes an unworthy usage of the power. Giants should basically be a mix of Captain Planet and Saladin, and misusing powers for an unnoble goal should call for whether they deserve powers in the first place. Otherwise feel free to go crazy. Giants are strong as shit and have the capacity to become crazy gods, so their powers should reflect that. Also, no shrinking to a manageable, human size. When you were a kid, everyone looked giant, and the PCs were once little kids like everyone else; so with the tables turning and the character growing, I started wondering about what it could parallel? I figured that size is a great analogy for responsibility, almost like being a parent, and the potential for devastation the same person can cause. I was pondering on whether to make them be able to shrink to human size so they can deal with people, but opted against it. Why do it? They're Giants, it would go against everything that makes them magical, like a Vampire being able to become human. As a metaphor for adulthood, they've an unavoidable mark that sets them apart from everyone else, and really, they shouldn't be able get rid of it, but hold their size as a mark of pride. A Worthy Giant uses his Honors in accordance to what his Totem guidelines. The ST shouldn't punish players for thinking creatively, but for misusing an Honor with the wrong intentions. The Warchief Totem, for example, has Honors designed for combat and causing immense suffering. Using them within this context is considered a worthy use of their intentions. Like the Morality stat, the more you deviate from the guidelines of the Totem with your Honors, the lower your Worthiness drops. === The Farmers Totem === Designed for sustaining life and helping others, or to use as a social dagger. ==== Industry ==== β : ββ : βββ : ββββ : βββββ : ==== Wine and Food ==== β : ββ : Grind Your Bones: Giants can use any organic material in place of wheat when preparing bread. βββ : ββββ : βββββ : ==== Pleasure and Fertility ==== β : ββ : Giants Gift: Spend Ley Energy to bestows a single plant seed with the gift of Gigantism. It will grow to a tremendous size when it blooms. A favorite of Wind Giants. βββ : ββββ : βββββ : ==== Mirth ==== β : ββ : βββ : ββββ : βββββ : === The Warchiefs Totem === Which complement a bloodthirsty conquerer ==== Blood ==== β : ββ : βββ : ββββ : βββββ : ==== Famine ==== β : Salt the Earth: Unless the Giant has granted permission, crops will not grow in the area he has settled in. It takes affect the next harvest season after a Giant has established a Ley Line in the area.\ ββ : βββ : ββββ : Holodomor - Uses energy from local Ley Lines to short them out. No giants can use them, they must be remade. βββββ : More Equal - Curses a Giant from using a specific Ley Line to draw Ley Energy. ==== Sorrow ==== β : ββ : βββ : ββββ : βββββ : ==== Madness ==== β : ββ : βββ : ββββ : βββββ : === The Huntsmans Totem === For a giant that simply wishes to thrive in this world, a Knight and Scholar. A hunter is skilled and wise in the ways of the world, for he's traveled much and has seen much. ==== Travel ==== β : Free to Roam: The Giant can go anywhere without attracting attention to itself. Any mortal which happen to see or encounter the Giant will forget about the encounter soon after. ββ : βββ : ββββ : βββββ : ==== Beast and Man ==== β : ββ : βββ : ββββ : βββββ : ==== Logic and Cleverness ==== β : ββ : βββ : ββββ : βββββ : ==== Knowledge ==== β : ? - Can draw half of available Ley Energy from a Field and store within a marked item. This shorts out a Ley Field for a few hours. ββ : βββ : ββββ : βββββ : === The Jotnar Totems === Elemental powers that you can only take by joining the Jotnar ==== Water ==== β : Mariana Life: The Giant is capable of water breathing, surviving under extreme oceanic pressure, and is granted the ability to see underwater. ββ : βββ : ββββ : βββββ : ==== Thunder ==== β : ββ : βββ : ββββ : βββββ : ==== Fire ==== β : - Fire damage heals the Giant ββ : βββ : ββββ : βββββ : ==== Ice ==== β : ββ : βββ : ββββ : βββββ : ==== Earth ==== β : ββ : βββ : ββββ : βββββ : ==== Wind ==== β : Nimbusfeet - Wind Giants can walk on clouds and use them in a similar manner as stone, creating elaborate kingdoms on the clouds. ββ : βββ : ββββ : βββββ : === Grand Totems === The most powerful, but should be designed to be cripplingly overspecialized, and can only be taken with a high enough powerstat. ==== War ==== β : ββ : βββ : ββββ : βββββ : ==== Peace ==== β : ββ : βββ : ββββ : βββββ : ==== Day ==== β : ββ : βββ : ββββ : βββββ : ==== Night ==== β : ββ : βββ : ββββ : βββββ : ==== Life ==== β : ββ : βββ : ββββ : βββββ : ==== Death ==== β : ββ : βββ : ββββ : βββββ : Forbidden: The Judgement Totem and Honorific. Homebrew Honors and Totems may be made, but Judgement is its own unique Totem that a Giant may never, ever reach. This does not mean that Giants are incapable of Judgement. It simply means that they do not have the capacity to be completely infallible in their decisions, and to cement that there may be a force out there that is so great that even with their potential Giants cannot ever hope to emulate. Gods and Giants of Judgement are omniscient, omnipresent and omnipotent to terrible degrees; They can change any facet of reality with a simple thought, though such an action will ultimately be enigmatic to even the most powerful Magi, Giant or Gentry, unknown to any denizen of the universe. The Lord works in mysterious ways. Players, on the other hand, tend to be kind not be able to understand subletly.
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