Then the Giants marched.
Striding from the deep Woods and walking through the Hedges like cobwebs, no one knows precisely where they came from. There's always one person in a village who swears their missing nephew looked just like the Giant that came through last week. Traditional folkways, effective against elvenkind, don't bother them and the deadliest Errant finds them a stalwart foe.
WILD CARD
STATS - Strength D12+3 Agility D6 Vigor D10 Smarts D4 Spirit D6
SKILLS - Fighting D8
PARRY 6 TOUGHNESS 14 SIZE 7
EDGES - Brute, Nerves of Steel
SPECIAL ABILITIES
LARGE - Attackers add +2 to hit.
FEAR -2
SMASH - Str+D8 Damage Whether or not you hit, enemies nearby need to roll Agility or get knocked prone.
SNATCH - Str Damage Roll Strength vs an opponent's Strength or Agility roll. If the Giant succeeds, they're grappled.
CHEW- Str+D12 Damage only available if it successfully grappled someone.
WEIRD POWERS - Choose 1 or 2
Corpsemaker - The Giant doesn't require a raise on its damage roll to begin inflicting Wounds (ex: if your Toughness is 8 and the Giant deals 8 damage, you are both Shaken and suffer your first Wound.)
Footless - The Giant lacks feet, walking on the wind. The Giant gains Stealth D8 and imposes a -2 penalty to detect via sound.
Handfuls of Teeth - The Giant has two additional mouths on its hands. They gain Improved Frenzy and their BITE no longer requires grappling.
100 Hands and 50 Heads- Instead of two conventional human arms, the Giant as two massive multi-jointed appendages comprised of standard human limbs, opponents now roll at -4 to avoid/escape grappling. In addition the Giant has 360 degree vision from a plethora of standard sized heads sprouting from a Giant-sized neck.
Maddening Giggle - When the Giant is hit but not Wounded, all characters in the scene must make a Spirit test at a -2 or gain the Distracted status. The Giant titters at their feeble efforts.
A Glandular Problem - Whenever the Giant is successfully hit, its Size increases by 1. This also increases their Toughness by 1.
Pukey - The Giant can hork up a gut full of Lonely Riverwater. Place the medium cone template, Errants have to make an Agility check vs the Giant's Vigor to avoid the spew. Which Lonely River is it? Roll 1D4 - 1-Misery (Draw 2 Action Cards and take the lowest) 2-Hatred (Turn on their allies) 3-Venom (-2 to soak rolls) 4-Terror (Roll on the Fear table)
Walking Wound - The Giant cannot be killed or knocked unconscious with damage. It only slows down and stops when it's exhausted. Then they nap.
Witches' Eyes - The Giant's eyelids are full of normal human eyes, bunched together like grapes. Or compound eyes. Gain Fear -4.
The 7 Errants are a fellowship of heroic martial artists and wanderers for Eli Kurtz' Blackwood setting - a mash-up of Wuxia action and frontier fairy tales. You can find the book for sale here and a free quick start bundle here.
Corpsemaker - The Giant doesn't require a raise on its damage roll to begin inflicting Wounds (ex: if your Toughness is 8 and the Giant deals 8 damage, you are both Shaken and suffer your first Wound.)
Footless - The Giant lacks feet, walking on the wind. The Giant gains Stealth D8 and imposes a -2 penalty to detect via sound.
Handfuls of Teeth - The Giant has two additional mouths on its hands. They gain Improved Frenzy and their BITE no longer requires grappling.
100 Hands and 50 Heads- Instead of two conventional human arms, the Giant as two massive multi-jointed appendages comprised of standard human limbs, opponents now roll at -4 to avoid/escape grappling. In addition the Giant has 360 degree vision from a plethora of standard sized heads sprouting from a Giant-sized neck.
Maddening Giggle - When the Giant is hit but not Wounded, all characters in the scene must make a Spirit test at a -2 or gain the Distracted status. The Giant titters at their feeble efforts.
A Glandular Problem - Whenever the Giant is successfully hit, its Size increases by 1. This also increases their Toughness by 1.
Pukey - The Giant can hork up a gut full of Lonely Riverwater. Place the medium cone template, Errants have to make an Agility check vs the Giant's Vigor to avoid the spew. Which Lonely River is it? Roll 1D4 - 1-Misery (Draw 2 Action Cards and take the lowest) 2-Hatred (Turn on their allies) 3-Venom (-2 to soak rolls) 4-Terror (Roll on the Fear table)
Walking Wound - The Giant cannot be killed or knocked unconscious with damage. It only slows down and stops when it's exhausted. Then they nap.
Witches' Eyes - The Giant's eyelids are full of normal human eyes, bunched together like grapes. Or compound eyes. Gain Fear -4.
The 7 Errants are a fellowship of heroic martial artists and wanderers for Eli Kurtz' Blackwood setting - a mash-up of Wuxia action and frontier fairy tales. You can find the book for sale here and a free quick start bundle here.
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