It might be interesting to use four very tough warriors like the Pit Fighter, the Ogre, the Martial Artist (a fairly good healer) and the Giant. Or, perhaps you would like to try a party of three not-so-tough warriors with a Giant to help make up the difference.
Wounds |
2D6+10 |
Move |
6 |
Weapon Skill |
2 |
Ballistic Skill |
6+ |
Strength |
5 |
Toughness |
5 |
Initiative |
2 |
Attacks |
1 |
Pinning Roll |
6+ |
The following rules are assumed to be for people interested in the more advanced game. But, this character could well be used with his Level 1 stats for the basic game by disregarding non-applicable instructions. (Note: the reader may see some serious similarities to the rules for the Ogre. Some of the rules for the Ogre seemed to me to provide the possibility of a giant warrior.)
Always re-roll any 1’s for wounds, keeping the second dice roll result.
The Friendly Giant begins with a very large club, 1D6 portions of dried mule meat (each restores 1D3+3 wounds when eaten, see below for more details), and the clothing on his back. That’s about all he needs, as long as he has a warrior friend along who can heal him. He has no armour to start. He is not as skilled as many other warriors (novice weapon skill of 2), but he makes up for it with a heap of damage.
The Friendly Giant may cause a humongous amount of damage in hand-to-hand combat. If his natural to hit roll is 5+, he does an extra 2D6 damage!
Because he becomes so quickly and affectionately attached to his adventuring companions, the Friendly Giant isn’t very friendly to those who badly hurt his friends. During any combat in which one of the other warriors is reduced to less than 50% of their starting wounds, the Friendly Giant immediately “gets mad’ (becomes very angry). Practically, this means that he gets +1 attack and +2 strength. He stays “mad” until the combat is over. At the beginning of each of his turns after the first one in which he is “mad” roll 1D6. A result of 1 means that he does nothing this turn but stew, holler, roar, and get red under the collar, and is at +1 to be hit. A result of 2-5 means that he attacks as normal with +1 attack and +2 strength. But, a result of 6 means he also gets a +1 on his special Friendly Giant Attacks Table rolls this turn.
When attacking he may attack any monster within his long two-square reach unless otherwise specified by his special Friendly Giant Attacks Table. If he is using a weapon that enables fighting in ranks, he may attack up to three squares away. Please be sure to read the special Friendly Giant Attacks and Ballistic Attacks sections (below) to gain a better understanding of how he will act during combat.
The Friendly Giant is almost never pinned by anything smaller than he is (one exception would be the “Aura of Slaanesh”). If in doubt, you might add his toughness (without armour) and his strength, and do the same for the monster, and then assume the larger number represents the larger monster. In addition, you might compare his starting wounds versus the starting wounds of the monster in question. Last resort: roll 1D6, 4+ means the Giant is larger, 1-3, he’s the same size or smaller and thus pinned.
Since he is so very tall he may step over a single monster (that occupies one square and is not a Large Monster), warrior, or one-space-wide obstruction (like a spiked pit, but not walls or pillars) as long as there is an empty space on the other side, and he has enough movement left. Be sure to count the occupied space as one square of movement.
The Friendly Giant may at times throw monsters, if he can get his hands on them! After he sees that the monsters in a combat intend to harm him and/or the other warriors, he may throw a monster once per turn. He may do this for whatever reason seems appropriate. If the monster dies because of damage from being thrown (by losing wounds or by landing in the Fire Chasm) the kill counts for the Giant. The Giant may choose any appropriate monster within two squares (his normal reach), before, during, or after his movement, and before any other attacks (except his “Thump a Bad Guy” attack/skill – not a regular attack). To see whether he successfully grabs the monster to throw it, roll 1D6 and add the monster’s initiative, then roll 1D6 for the Giant and add his initiative +3. If the Giant’s score is greater than the monster’s, he may pick up and throw the monster. The monster may not attempt to dodge as this is considered covered in the initiative test.
This is resolved similar to the Giant monster’s kick attack. He chooses the direction then rolls 1D3 and adds his strength. The result total is the distance the Giant actually throws the monster. If the monster hits an obstruction before reaching the distance take the total squares minus the squares traveled and multiply the result by 1D6 and add the Giant’s strength. This is the number of wounds the monster suffers with no deduction for armour. Additionally, the thrown monster – if it survives – should make a test to see whether it is stunned, even if he suffers no wounds. Roll 1D6 and add the monster’s toughness (without armour) if the result is not equal to or greater than the original total distance (Giant’s strength +1D3) then it is stunned and may not attack or move this turn. If the square where the monsters lands is occupied, the former occupant is assumed to have moved out of the way (unless the Giant successfully hits it as a target, see skills below under “Giant Trainer”) to an adjacent empty square; if none are available, make room.
Though this may seem to be an attack, it does not count against the Giant’s number of attacks.
The Giant may NOT even try to throw those classified as Large Monsters, nor may he throw a monster by whom he is pinned unless he is able to free from pinning, nor may he throw any monster the same size or larger than his is (see “Pinning” above).
The Giant may, instead of throwing a monster, pick up and move one warrior (only once per turn). This takes a little more concentration than throwing a monster, since he tries very hard not to hurt his friends. Therefore, he must also sacrifice one of his regular attacks in the same turn. Of course, during his first turn before the monsters attack, he can do this since he will not attack them until he is certain that they will hurt the party. To pick up and move a warrior, he must first have the warrior’s permission. He may pick the warrior up from one or two squares away (before, during, or after the Giant’s movement) and may put him down one or two squares away in any empty square (before, during, or after the Giant’s movement). This may be helpful in protecting a weak or injured warrior. Also, with some input from the other warriors, he might help them to defeat some particularly annoying enemies (i.e. evil magic users, or ballistic types) by getting the good guys closer, where they can do more damage. Unlike the Ogre, he cannot pick up a warrior who is stuck down in a pit (a single square pit), because his hand is too large to squeeze through the opening.
He can throw a warrior, but will only do so to avoid a greater evil (i.e. a Fire Chasm crossing when a warrior has no luck left, or to protect a warrior against fatal damage or apparently certain death or permanent disability). He may do this only if the other warrior agrees that it is for the best. When doing so he will be very careful so as not to hurt the other warrior. Resolve the throw nearly the same as you would when he throws a monster (above), but the warrior does not resist and, if he wants to, the Giant may throw a warrior only the distance of the Giant’s strength (leaving off the 1D3 dice roll). Also, he throws the warrior before or after moving, not during movement.
If he has learned how to aim his throw at a target (see the special training table in the Giant Trainer section below), then he may specify which square within his range where he wants the warrior to land. He should roll to hit +1 using his ballistic skill (+1 because the warrior cooperates and the Giant has greater control). If he hits the targeted square, the thrown warrior will go no farther. But, the warrior should roll 1D6 and add his toughness (no armour) if the result is not equal to or greater than the original total distance (Giant’s strength +1D3) he is prone for his next turn (no attacking or moving). Whether an aimed throw was missed or a regular throw made, treat the warrior just like a thrown monster (resolve as above for damage). This is why the Friendly Giant would not normally throw a warrior, because he might thereby hurt, stun, or knock the warrior unconscious. But, patching up a hurt warrior is much better than saying a final “goodbye” to him.
The Friendly Giant is so large and menacing that he is not nearly as likely to be afraid of monsters. He always gets +2 to any fear and terror rolls.
Normal room and objective room (but roll +1 on the Objective Room Monster Table) events that bring monsters will only bring the usual number (if the Friendly Giant is part of a four-warrior party), but unexpected events are handled differently. Because of the greater urgency that the monsters will feel when faced with a Giant opponent, they will try to gain reinforcements and pass along warning that he is in the dungeon. To represent this there will be more monsters allotted to deal with this threat. Scouting parties and special detachments will be beefed up in the hope of eliminating the Giant before he does too much damage. Remembering the rule about taking more than four warriors on an adventure would help in considering how many monsters should show up when an unexpected monster event occurs while a Friendly Giant is in the party. Just consider him as two warriors for this purpose. If the party has three warriors including the Giant, the normal amount of monsters will show up. If there are a total of four warriors (treat as five), add 25% more monsters. And, if the party has five warriors (treat as six), add 50% more monsters.
When determining which warriors the monsters attack, the Friendly Giant always gets his fair share plus he always gets one of each of the odd monsters, unless there is not enough space for them to reach him. This is because he is always seen by the monsters as the greatest threat and they courageously, or foolhardily, go after him more often. For instance (assuming a four-warrior party) the warriors just entered a room and get 6 orcs armed with swords. The Friendly Giant automatically gets 2 of them attacking him, and then the last orc randomly chooses from the other available warriors. Then an unexpected event brings 3 rats. The Giant automatically gets one and then the other two rats go after 2 random warriors besides him. If 5 goblin spearmen were to appear, two would attack the Friendly Giant and only one each would attack the other warriors.
When determining who gets hit with any odd ballistic hits from the monsters, instead of randomly choosing which warriors take the hits, the Friendly Giant automatically takes all of the odd hits (whether it be 1, 2 or 3 of them). This is both because he is such an easier target to shoot at and because he tends to get in the way of the missiles shot at the other warriors.
Also, any monster classified as a Large Monster, will be more likely to attack the Giant than other warriors in the first round of combat. As soon as a Large Monster appears, roll 1D6. On 5+ the Large Monster attacks the Friendly Giant first; on 1-4 it attacks a random warrior (include the Giant in the mix) first.
The Friendly Giant is definitely not against being the leader if he ever gets the opportunity, but he has no special desire for leadership and is perfectly content to tag along in the normal placement based upon initiative.
What if the Friendly Giant is confronted by a regular, dangerous Giant monster? Usually the Giant monster will feel threatened by the Friendly Giant and will make it a priority to destroy him. This means 1D6 should be rolled each time it is a Giant monster’s turn. On a 4+ he attacks the Friendly Giant with 1D6 normal attacks, and he leaves the other warriors alone. On a 1, 2, or 3, roll on his special Giant Attacks table in the Role Play Book. These attacks are to be made against the other warriors and not the Friendly Giant. If the Friendly Giant is down, or all the other warriors are down, the dice roll is no longer needed, and the Giant monster attacks according to which type of warrior is left (as above). There is some possibility that the Friendly Giant might be able to make a friend out of the Giant monster, but only if he gains the “Make a Friend” skill when leveling up.
The Giant is similar to the Ogre and the Marital Artist in that he does not always keep his gold from killing monsters. He is driven by a great desire to be helpful to his good warrior buddies, so about 50% or the time he will probably let them have his share of gold from a particular combat. Therefore, at the end of each combat roll 1D6. If he rolls a 1, 2 or 3, he disregards all his gold from killing monsters for the entire combat, and the rest of the party share the loot that would have been his; if he rolls a 4+ he decides he just might need the gold himself this time. Of course, he will accept any treasure that the leader designates should go to him, which means he receives his normal treasure distribution (as in treasure card or roll on treasure tables). If rolling for gold is the treasure result, he will take his share if he gains any gold by this means.
An Ogre or a Martial Artist will receive the Friendly Giant’s well-intentioned gift of gold, and the Giant feeling touched that they would let him have any of their share, will readily accept it as an offer of friendship, whether they intended it that way or not.
Starting out, the Friendly Giant may ONLY use weapons that are classified as two-handed except for the common full-length spear which he may only use as a ballistic weapon), because his hands are so large. He will use all two-handed weapons as though they were one-handed. Therefore, he suffers no penalties from two-handed weapons and gets to enjoy any specific advantages. The drawback is that many useful one-handed magical swords and axes are not available to him, unless he gains some skill in handling smaller weapons.
The only weapons he may use found at the weapon smith in a settlement are: Great Sword, Battle Axe, Spear, and Halberd. He may want a few spears for throwing.
He may wear furs, leather armour, padded armour, and chain mail, and leather helm, but, only if the proper size can be found and if he can afford it (+3 availability and 3 times the normal price). They just do not make the other types of armour large enough. The Giant does not suffer a movement penalty for chain mail or for wearing it with furs, nor does he suffer the to hit penalty for wearing furs with chain mail.
He may use a shield, but must have a special strap fitted to it (100 gold at the armourer, added to the price when buying) so that He may properly attach it to his hand or arm. He cannot use any shields he gains until this has been done. This means that any shields found may be fitted for him in this manner also.
Like the Ogre, the Friendly Giant may be able to find some magical armour or helm that will magically fit him, but it is even less likely. First, it must be a piece of treasure that is his turn to receive – someone else cannot offer it to him to see if it fits. Then roll 1D6, only on a natural 6 is it capable of fitting him. He may keep or sell any of his treasure. If his armour doesn’t fit, he may sell it to (or trade with) a willing comrade. Rings generally do not fit his fingers, but he may be able to use a necklace or a belt. He should be able to use several things that the Barbarian or the Dwarf could use. Just remember to keep his size in mind and his special armour and weapons rules. He can drink potions. He can eat about anything that is edible including stone bread.
First of all, the Friendly Giant is friendly and does not initiate aggressive behavior. He is, however, ready to defend himself and those of his friends when pressed to do so. Because of his friendly disposition he never attacks until at least one monster has attacked him or someone in his party. This means that unless his party is ambushed, have beastmen spears thrown at them, or suffer from some magical or grotesque end-of-turn damage from monsters, he will not attack until his second turn after combat begins. When he does attack, look out! Though he is a little more intelligent than the average Giant, he is still a little unpredictable in how he will attack. But, he may generally decide which monster(s) he attacks, unless otherwise specified. Roll 1D6 for each attack he makes. Then see what type of attack he makes this time. After the type of attack is determined, he still must roll to hit, his weapon skill versus the monster(s) weapon skill(s). This chart is for hand-to-hand attacks; ballistic attacks are handled differently (see below).
1D6 |
TYPE OF ATTACK |
DETAILED DESCRIPTION |
1 or 2 |
WHOLLOP ‘EM GOOD (NORMAL ATTACK) |
A normal attack like a normal warrior, damage dice + strength + any weapon or skill bonuses. he should roll to hit as normal. He may deal a normal deathblow, may attack adjacent or two-squares away, and gets +2D6 on 5+ to hit as normal. |
3 |
GIANT KICK |
Same as “Kick Down Corridor” in Role Play Book under “Giant Attacks”. No deathblow. |
4 |
CLOBBER OPPONENT |
This is a quick-hitting, double-whammy attack. Roll to hit just like normal. If he hits, roll two separate damage results just as if he had attacked twice. Whatever to hit number is rolled applies to both damage rolls. If he hit with 5+, then 2D6 is added to both damage results. The recipient rolls separately for any special abilities (i.e. Ignore Blow, Dodge, etc.). For instance, a Dark Elf would roll once to attempt a dodge for each of the two damage results as though they were separate attacks. |
5 |
SWING ATTACK |
This is a wide-sweeping attack in which he tries to attack a number of monsters all in one attack. Roll 1D6+1. This is the maximum number of monsters he may attempt to hit in this one attack, but they must be within his reach (within 2 squares) and there must be no warriors in the way of the swing of his weapon. Once the number is determined randomly determine which monsters he actually engages. Then roll to hit against each one. After the models hit – if any – is determined, roll one damage roll for the whole bunch of them. If any suffer from the 5+ to hit add an additional 2D6 to the result for those models collectively. A normal deathblow is not allowed for this attack. This attack effectively adds to his attacks for this turn. |
6 |
SMASH THE BUM |
Roll to hit as normal. If he hits, he smashes the enemy with 3 X damage. This means roll all the damage dice (including +2D6 if 5+ to hit), multiply the result by 3, add strength, weapons bonuses and any other skill bonuses being used. |
Though he generally prefers to attack in hand-to-hand combat, if he has trouble reaching his desired opponent, he may attempt a ballistic attack. In such a case, he may throw a spear or some other large weapon. If he throws a spear he uses his own ballistic skill though he gets his normal damage dice plus strength. He just doesn’t have much skill for ballistic weapons. Most of them are just too intricate for him to use with his huge, clumsy hands. Therefore, he will not use bows, crossbows, throwing knives, guns, or throwing axes.
When making a ballistic attack he rolls to hit based on his ballistic skill and he does not roll on his special attack table. If he has enough missiles, he may make as many ballistic attacks as he has attacks each turn. Because of his size, he is not prevented from making a ballistic attack while adjacent to a monster unless he is pinned to the monster (in which case he would have to break from pinning, move to an empty square not adjacent to the type of monster that can pin him, and then make his ballistic attack[s]). Also, he may switch back and forth between missile attacks and hand-to-hand attacks in the same turn. But, he may only move before he attacks, no matter what form of attack he is using (the only exceptions are his throwing of monsters and his “Thump a Bad Guy” attack/skill). In a desperate situation, he may attempt throwing a two-handed axe or a two-handed hammer at -1 on his ballistic to hit roll. In such a case he gets to count any special damage benefits of the weapon, but without a deathblow. His ballistic attacks range is not necessarily determined by the missile he throws; rather, we add his initiative to his strength. For every square beyond his current range subtract 1 from his ballistic to hit roll (remember, a natural 6 is always successful). Any thrown weapons may be retrieved after the combat is over. Also, remember that he does not get his 2D6 extra damage on 5+, since that is only for hand-to-hand combat.
While traveling, the Giant is so large that walking cuts his travel time by one week as though he were riding a mule – which is quite impossible, unless someone finds a giant mule or giant horse(?). Why, he can’t even begin to try fitting into a wagon. If he arrives ahead of the others, he must pay living expenses while waiting for them. If, however, they arrive ahead of him, because of riding horses, they must all wait a week for him and pay living expenses.
In any events, location tables, or hazards (in settlements or traveling) that require fighting or physical fitness, he gains a +1 benefit on any random rolls. Additionally, his opponent(s) may run in fright. For each such event roll 1D6, on a 4+ it is treated as uneventful. The other warriors may benefit from this in Hazards. However, if fighting is optional, he will not fight unless it is to protect others (his party members or an innocent or helpless being). He would rather pay a hunk of gold than to become an unfriendly brawler. Therefore, if he rolls the duel settlement event (#35), roll 1D6 immediately to determine whether it is to be treated as uneventful (4+). If he must face the duel or leave the settlement, he will leave and wait outside.
Since the Friendly Giant is friendly, he is also considerate of others. And, because of his size and the general reputation of giants, he may not be welcome in some settlements. Add these too things together and we find that he will sometimes feel obligated to wait outside of the settlement for his friends. He doesn’t want to cause any problems for the residents or his friends. If there is a Giant Trainer in the settlement (which must first be determined), he is welcome (or tolerate) enough that he need not worry about causing a problem; but, if there is no Giant Trainer there, he should next determine whether to enter or to wait outside. He must make an acceptance roll, 1D6. On a 4+ the settlement’s toleration level is acceptable; but, on 1, 2, or 3, the inhabitants are too intolerant and he will wait outside. Towns and cities seem to be a little more tolerant of all sorts of strangers, giants included, so he may add +1 to his acceptance roll at a town or a city (wait outside only on 1 or 2).
Once he enters a settlement he must pay three times the normal living expenses for himself. Also, each day while not training, he must roll two settlement events.
The Friendly Giant may visit the Giant Trainer, the Fighting School (2D6+1, treat a 13 as a 12), the School of Martial Arts (2D6+1, treat a 13 as a 12), the Temple, the Armourer, the Weapon Smith, the General Store, the Animal Trader (for dried mule and horse meat provisions, see below), the Gambling Den, the Alchemist, the Alehouse (+3 on his roll adding three more possible results, given below), and the Dwarf Guild Masters (only if a dwarf friend will go along with him proclaiming the Friendly Giant as “Dwarf Friend”, but the normal test below applies).
If allowed into the Dwarf Guild Masters, he may purchase stone bread (which he may eat as easily as a Troll Slayer can) and pay for one rune to be placed on an axe. Also, if he cannot physically enter the Dwarf Guild Masters as explained below, he may still do business through his dwarf friend that has brought him. If this happens, he will feel obligated to offer the dwarf some compensation for his services (1D6 X 25 gold might be good).
While attempting to enter special locations and to do business at the shops, there is just one problem, uh ... I mean two problems .. well .. maybe more(?).
First, the size and styles of special locations varies from place to place. After finding a place he wants to visit (7+ as most other warriors), he must find out whether he can even get inside. This applies to everything except the Giant Trainer’s place (custom made for a giant to fit) and the shops (where he can make deals outside the door or through a window if need be. He must roll 1D6 and add his battle level (representing his size he gets larger each battle level). Then roll 2D6 (+1 in a town, +2 in a city; and add another +1 for the Ale House and +2 for the Temple). If the first result is larger than the second result, he is too big to enter. This could present a problem when trying to train up to the next level if no Giant Trainer is around. If he cannot enter, he is so disappointed that he wanders about so that his day is wasted just like it would have been if he had not been able to find the special location.
Secondly, whenever he visits the shops, he must first roll 1D6 before making any purchases (only one roll is required per shop per settlement):
1 |
The shop has quietly and quickly closed up before the Giant even had a chance to look around. Hmmm .. I wonder why? |
2 |
The shop keeper seems awfully busy. Roll another 1D6. On 4+ the Giant catches on and may “persuade” the shop keeper that giants need to buy things too. The means of persuasion is an offer to pay 20% higher prices than the Giant would normally have to pay. On a 1, 2, or 3, the Giant can’t get the hint and leaves without buying anything. |
3 |
With much pleading, the Giant is somewhat able to convince the shop keeper of his good intentions. He may purchase one item this time. But, if that one item is not available he doesn’t get to try another. Either way, the shop keeper becomes less and less confident and makes some excuse why he needs to close the shop and run an errand. When the Giant offers to run the errand for him, the keeper says, “Thanks anyway, but the task really is a little too small for one of your size to handle.” |
4 |
With obvious fright, the shop keeper runs from the store yelling back, “Take whatever you want, just don’t eat me!” With bewilderment, the Giant looks about for what he wanted to purchase (rolling for availability as normal). He checks the price and conscientiously leaves the exact price he would normally pay for the item. However, if he is at the Armourer’s shop, he is not able to handle the small tools to affix the correct strap needed onto a shield. In such a case, he will have to wait until the next settlement to give another armourer a chance to attach the strap for him. |
5 |
With wide-eyed interest, the shop keeper says, “You know, we don’t get many like you here, but we do once in a while. I tell you what, just to encourage our business dealings, I’ll give you a 10% discount off what you would normally pay. All you need to do is tell any giant friends, relatives and acquaintances that I’d be glad to do business with them too.” |
6 |
This is a great day to shop here! The shop keeper has a friend who is a giant. He offers you an exclusive deal: buy one item at full price and get the second item (of equal or lesser value) at 50% off; and, you get 20% off all the rest of your purchases in this shop today. Even if you want only one item you can still get 20% off. Also, he says, “If you send your traveling buddies to me, I’ll extend to them a 20% discount as well. Just tell them to tell me that you sent them. But, the offer is only good for as long as you are in this settlement. You send me a message when you’re leaving town so that some tricksters don’t get any bright ideas.” |
The Friendly Giant may try to buy some animals (horses and mules) at the Animal Trader, then take them to the General Store and pay for a lot of dried meat prepared for his consumption while adventuring. If he doesn’t get to the General Store, or if the General Store doesn’t do business with him this time, then he will have to herd them along and pay extra living expenses to keep the creatures alive (and they may get stolen as usual when leaving the settlement) until he can try to have them slaughtered and processed at another settlement.
At the General Store, he must pay 1D3+2 X 25 gold for each mule and 1D6+3 X 25 gold for each horse that he brings for processing. Each mule produces 1D6+2 portions of dried meat and each horse produces 2D6 +3 portions of dried meat. Each animal requires one day to be processed. It might be good for the Friendly Giant to visit early on so that his dried meat will be ready before leaving the settlement. If for some reason, he is outside of the settlement before it is all done, another warrior may quickly pick it up on his way out, or the shop keeper will have it delivered to the gates. However, if for any reason the warriors must leave the settlement before the processing is finished, the Friendly Giant just lost his investment.
When consumed, each portion of dried meat from a mule restores 1D3+3 wounds; each portion of dried meat from a horse restores 1D6+3 wounds. They may be eaten just like provisions, but they do not spoil, they keep indefinitely. However, only a Giant, an Ogre, or a dwarf (and such like characters) can chew these tough provisions sufficiently to restore any wounds. The Giant may eat his dried meat while fighting, or even at the end of a monster’s phase in which he is at 0 wounds. For him chewing his dried meat is about as easy as sipping a healing potion. Also, a piece of dried meat may be useful in acquiring a “pet monster” (see the skill below).
The Friendly Giant must roll 2D6+3 at the Ale House. Three more possible outcomes are included below:
13 |
New Friends |
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14 |
Another Giant
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15 |
A bar room brawl is brewing. |
Also, if the arm wrestling result is rolled, it has no practical influence on the Giant’s visits to the shops. The shop keepers will be much more concerned about his size and a giant’s general reputation than they will be about an arm wrestling match.
A Giant Trainer is a Giant also. Whether he is friendly may be in question. These trainers are often willing to teach upstarts some of the finer points involved in coming to full giant-hood. But, a Giant Trainer is not easily found. One is more likely to be found in a town or village than in a city. Whenever arriving at a settlement, the Friendly Giant should roll 1D6 before doing anything else. On a 5+ he is informed that a trainer of average talent is at the settlement. On a natural roll of 6, there is an exceptional trainer. In a town he gets +1 to his roll, and in a city +2, but he must still get a natural 6 for an exceptional trainer. An exceptional trainer gives him +1 on his special training table roll. Either type of trainer can assist him in his normal level-to-level training. Visiting the Giant Trainer is free, but his services are not. Once per visit to a Giant Trainer he may pay for specialized training, whether or not he is training to go up a level. He should pay his current battle level D6 times 50 gold. Then roll 1D6 on the table, adding +1 if the Trainer is exceptional.
SPECIAL TRAINING TABLE
1 |
The Giant Trainer teaches him things that he already knew; but, the Friendly Giant doesn’t want to hurt his feelings and doesn’t tell him. So, he learns nothing new this time, even though he paid for the training and time of the trainer. |
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2 |
Better Monster Pinning |
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3 |
Improved Monster Throwing Skill |
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4 |
Better Accuracy when Throwing If he hits (successful ballistic to hit roll) another monster with the thrown monster, both monsters may suffer from the ordeal. All of the damages here described are resolved without armour deductions. Both, monsters must make a test to see whether they are stunned (stun test is described under “Throwing Monsters”) after working out their individual damage as follows: If both monsters are about the same size and have the same unarmoured toughness, they each take half the total damage that the thrown monster would have taken if it had hit a wall. For this result see above under “Throwing Monsters”, resolving the distance/damage as though there were a wall at the hit monster’s range from the Giant. The thrown monster takes the position of the hit monster and the hit monster is knocked back one space. If the monster thrown is larger than the monster hit, both of them could end up hitting a wall if the original distance rolled would take the thrown monster into a wall. When the smaller monster is first hit, it suffers (the thrown monster’s starting wounds divided by 10, rounding up, plus the Giant’s strength) with no deduction for armour. Then if the hit monster is still alive, both of them fly to the extent of the thrown distance. If they hit a wall, or other such immovable obstacle, they each suffer half the total damage of hitting a wall. If the monster thrown is smaller than the monster hit, he bounces off the hit monster and lands in any empty adjacent square – if none are empty randomly choose a model to move and make room. The hit monster in this case is knocked back one space. The thrown monster suffers two-thirds and the hit monster suffers one-third of the “hit-the-wall” damage, resolved as though there were a wall at the range of the hit monster. Every time he rolls this result after the first, he gains another +1 to his ballistic to hit roll when throwing monsters and warriors. |
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5 |
Self Improvement |
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6 |
Small Weapons Techniques
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Also, there is a chance that a Giant Trainer may have a piece of armour or a weapon that would be useful to the Friendly Giant. Roll 1D6 to see whether he has anything. On a 4+ he does have one special item that may be useful to the Friendly Giant. If the Giant Trainer does have something, he has at least one item. Roll 1D6, on a 4+ he has two items this time! Then roll 1D6 for each item to find out what it may be, re-roll if there are two items and the second roll is the same as the first one. The Friendly Giant may buy any available items if he so chooses and has the gold for it. These items could be rather expensive, because someone has had to endure great hardships and unspeakable dangers to retrieve such artifacts from deep dungeons. Some were even taken from slain giants. Remember any two-handed weapons are treated as one-handed for the giant.
SOMETHING USEFUL
1 |
Great Shield (1100 g) |
2 |
Great Axe (1800 g) |
3 |
Great Sword (2100 G) |
4 |
Helmet of Farseeing (2400 G) |
5 |
Gromril
Blade (2400 G) |
6 |
Armour of Meteoric Iron (4000 G) |
The Friendly Giant may train when he finds a Giant Trainer, or he may settle for training at the Fighting School or the School of Martial Arts or some other physical training facility. He must train in a training facility, if he can get in and pay any entrance fee, or at a Giant Trainer’s place. He takes one week to train once he has spent the gold for training. He gets one skill each time he goes up a level, so be sure to roll on the table below, re-rolling any results that do not provide for an improvement or increase of the skill’s usage. * The skill numbers with an asterisk, *, indicate skills that may be gained more than once.
2 |
Backhand “Ouch! That hurt, you little dirt bag!” This is an extremely handy skill to have when faced with rather skilled opponents. From now on, if a monster actually does cause damage (subtracting wounds after any modifiers) to the Friendly Giant, there is a chance that he may backhand the monster, up to (his attack characteristic) number of times per round of combat. This is the maximum number of times it could work, meaning that he may attempt to backhand up to this many times. If any actual wounds are caused on the Friendly Giant, roll 1D6, on 6+ (Champion), on 5+ (Hero & Lord), the attacking monster gets backhanded by the Friendly Giant. This is a reflexive attack not based upon weapon skill; it hits automatically and cannot be dodged, though all other modifiers to damage and etc. still apply. This works on all monsters no matter what their size or abilities, as long as the Friendly Giant is not immobilized. The “Backhand” skill may only be used after Ignore Blow and Ignore Pain skills, if he also has them. The Backhand attack does normal damage dice plus strength, and it knocks the monster across the room. The direction is a line starting with the squares occupied by the Friendly Giant and the monster backhanded and heading back toward the direction of the attack that provoked the backhand. For Large Monsters and those the same size as or larger than the Friendly Giant, roll 1D3 and add the Friendly Giant’s strength then divide the result by 2 rounding up. This is the distance the monster is knocked away from the Friendly Giant (it lands in an empty square or make room for it). For smaller monsters, determine the distance the same way but do not divide by 2. If the backhanded monster hits a wall it suffers just like being thrown against a wall (see above, under “Throwing Monsters”). The monster may, if it has movement and attacks left, move toward the Giant to attack again. |
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3 |
Ignore Blow “Ha, ha, did somebody hit me?” Any attacks that would actually cause wounds may be ignored on a score of 6+ (Champion), 5+ (Hero & Lord) on a roll of 1D6. |
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4 |
Ignore Pain “Do you think that hurt me?” This works the same as the Monster Special Rule. From now on the Friendly Giant should subtract his Ignore Pain rating in addition to his toughness and armour from any wounds caused by monsters. The Friendly Giant’s Ignore Pain rating is based upon his battle level:
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5 |
Pound the Ground He bellows and sobs, “That was my friend! That was my friend! Some body killed him! Some body killed him!” If one of the other warriors is reduced to 0 wounds (thus lies unconscious), there is a chance the Giant will think that the warrior has been killed. Roll 1D6, on 5+ he does believe that the warrior has been killed. He is so emotionally upset that he sits down on the ground and goes in a circle pounding the ground. He does this over and over for one turn. If another incident of 0 wounds on another warrior occurs this round, the Giant does not notice as he is still too busy bemoaning the first one. This replaces all of his normal activities this turn. I mean he has really lost control of himself. While thus engaged, he hears nothing but himself and sees nothing but the image of his “dead” buddy. Therefore, he does not roll to hit or even consciously attack any monster. Rather, roll 3D6 to determine how many times he pounds his massive fist on the ground. The result is the number of D6 he should roll, for every 5+ rolled on these dice, the Giant hits an eligible monster (any monster within 2 squares of him all the way around including). All hits are shared out randomly as evenly as possible. Resolve one hit at a time until all hits are used up or until there are no more eligible monsters. Every time he hits a monster determine damage according to his attack table result 6, “Smash the Bum”, and be sure to add his extra 2D6 for 5+ to hit. The damage dice result times three is the total number of wounds caused for each hit. His strength is not added to it, since this is practically an unarmed attack. |
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6 * |
Best Buddy Warrior "Let’s be bestest buddies!” Choose one warrior at random in the Friendly Giant’s party. This warrior he now considers to be one of his best buddies. Normally, when any warrior is reduced by a monster attack to less than 50% of his starting wounds, the Friendly Giant “Gets Mad” (his original skill explained earlier). From now on, when a monster attacks this warrior (a “best buddy”) and causes one or more actual wounds (after modifiers), the Friendly Giant immediately “Gets Mad”. If he rolls this result again choose another random warrior to become one of his best buddies. If all his current party are best buddies, re-roll for a different skill. Also, if a best buddy warrior is taken out of the game permanently, the Friendly Giant will as soon as possible pick another random warrior to be one of his best buddies, even if he has to designate a new replacement character as the best buddy when he joins the party. |
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7 |
Pet Monster “Looky there! It’s a cute little monster!” Once, at the beginning of each combat, while awaiting the monsters’ proof of their intentions, the Friendly Giant may actually think that one of the monsters (chosen randomly) would make a good pet. This may not be attempted if any of the monsters present are among those against whom he is prejudiced (see “Prejudice” skill below). Also, he will not try to get a pet if he is distracted by having witnessed and/or suffered an attack by ambushing monsters. At the beginning of his first turn in any combat where this skill is allowed roll 1D6, on a 5+ he sees a potential pet monster. He makes his choice randomly at the beginning of his turn. It must be a monster that he can physically reach this turn; and, it must not be a “Large Monster” or one larger than he is, nor an evil magic user. Also, this cannot be used on demonic creatures – they are too far gone. He will approach it, even if it had survived an attack from one of the other not-so-nice warriors, and will pat it on the head or back and say something like, “There, there now, little fella. How would you like to be my pet? I can give you some dried meat and plenty of bones to chew on! Won’t you come with me?” If he has a dried meat portion, he may give it to the potential pet for a +1 on the table roll below. At this point, the monster will have a reaction. Roll 1D6 to see what happens (If trying to gain a Dark Elf, Chaos Dwarf, an undead or an ethereal being as a pet, roll 1D6-1. They may be affected, but will not accept the offer – result #6, and the dice roll for these types will not be influenced by an offer of dried meat.):
If he also has the “Make a Friend” skill, he may use both of these skills in the same turn if the conditions are right. |
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8* |
Prejudice “How dare they do such a horrible thing. I’ll never give them a chance to get me or my friends again.” This is decidedly uncharacteristic of a friendly warrior, but sometimes enough bad things happen that even a Friendly character develops a prejudice. So it is now with the Friendly Giant. Make one roll on the Monster Table that corresponds to the Battle Level from which he just graduated. Note down the type of monster (i.e. Dark Elves, Undead, Beastmen, Chaos Dwarfs, Giants[?], dragons, spiders, scorpians, etc. ..). Now, whenever a monster against whom he has a prejudice appears, the Giant is immediately convinced by their appearance that they could only mean to harm the warrior party. Therefore, he may attack in his first turn this combat. This first turn, if there are other monsters too, he will only attack those against whom he is prejudiced, unless other monsters ambush the party. If he rolls this skill again, make another roll on the Monster Tables as above. If he rolls a repeat monster type, re-roll on the Monster Tables until he develops a new prejudice. Also, if he ever gains the hatred of a particular race of evil beings, he automatically develops a prejudice against them as well. This includes any that he might already hate. |
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9 |
Make a Friend There are other Giants out there that may have a streak of goodness in them. “Maybe I should try to make friend.” From now on if the Friendly Giant encounters a Giant monster, he may attempt to “make a friend”. He may attempt this at the beginning of his first turn after the Giant monster appears. He does not need to be within reach of the Giant monster; he only has to know that the giant is near. He will see, smell, or hear him (or all three). He may attempt this even if the other warriors have already attacked the Giant or even if the entire party has already been in a tussle with monsters already present. If he is successful in making a friend out of the Giant monster, he will explain that the warriors were only acting in self-defense and will be glad to prove their friendship even to the extent of fighting monsters that may be causing the Giant monster some problems. The Friendly Giant will say something really cheesy-sounding (but, the slow-minded Giant may not mind) like, “Hey, you’re a Giant and so am I! Do you wanna be friends?” Roll 1D6 to find out the Giant monster’s response.
If he also has the “Pet Monster” skill (not to be used on the Giant monster), he may use both skills in the same turn if the conditions are right. It is advisable to try to get his pet monster first, just in case a fight breaks out with the Giant monster. If it just so happens that the Friendly Giant is also prejudiced against Giant monsters, he may still attempt to befriend a Giant before attacking. Of course, he will most likely not attack a newly made friend, this will temporarily cancel out his prejudice. |
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10 |
Scare Monsters The Friendly Giant gets a glimpse of himself in a huge mirror. “Hmmm .. I look kinda scary!.” From now on he uses his scary appearance against his enemies, by making faces, roaring, and staring them down. Most monsters that are smaller than he is (exception: Large Monsters, even if smaller than he is, are not afraid of him) are now automatically afraid of him and are at -1 to hit him. Also, now that he has become so intimidating, he no longer is afraid or terrified of any creature that is smaller than he is. He still must roll for larger monsters’ fear and terror tests and still gets his +2 bonus on such rolls. |
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11 |
Thump a Bad Guy He pulls his huge finger back behind his thumb, aims at a monster nearby, and then lets it rip .. thuuummp! This is an extra attack the Friendly Giant may make once per turn against an adjacent monster, before or after he has moved (not during – this takes concentration), and before or after he has made all other attacks. The purpose, in addition to doing some damage, is to make a monster move. The Friendly Giant is at -1 to hit for this attack. This thump attack does normal damage minus strength, and does not gain the special Giant Damage if 5+ to hit. If he does indeed hit the monster, then roll 1D6. On a 4+ the monster (if still alive) must move one square backwards from the direction of the attack. On a 1, 2, or 3, the monster stubbornly remains in its square. |
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12 |
Barge Through The Friendly Giant is now so large that he is able to plow through a room full of uglies. Every time he moves, if he is not pinned and is not otherwise immobilized (i.e. web, netting, or whatever), he may push monsters out of his way to get wherever he wants to go. If such an action were seen from overhead, it would look like a large being passing through loose sand or a small stream, the monsters part to let him through and then fall back into place. Monsters that he cannot pass through this way are “Large Monsters” and those of his size or larger, though he can move around them if the other monsters are movable. Say, how handy would this be to rescue a weak or injured friend, his pet, or even to stop an evil magic user? He could even carry another warrior with him through the press of scumbags (see “Picking up Warriors”). |
Battle |
Gold |
Title |
WS |
BS |
STR |
MOVE |
Dam. Dice* |
T |
Wounds |
I |
A |
Luck |
WP |
Skills |
Pin *** |
1 |
0 |
Novice |
2 |
6+ |
5 |
6 |
1/3D6(5+) |
5 |
2D6+10 |
2 |
1 |
1 |
3 |
1** |
6+ |
2 |
2,000 |
Champion |
3 |
6+ |
5 |
6 |
1/3D6(5+) |
5 |
3D6+10 |
2 |
2 |
1 |
3 |
2 |
6+ |
3 |
4,000 |
Champion |
3 |
6+ |
5 |
6 |
1/3D6(5+) |
5 |
4D6+10 |
2 |
2 |
2 |
4 |
3 |
6+ |
4 |
8,000 |
Champion |
3 |
5+ |
5 |
6 |
1/3D6(5+) |
5 |
5D6+10 |
3 |
3 |
2 |
4 |
4 |
5+ |
5 |
12,000 |
Hero |
4 |
5+ |
6 |
6 |
2/4D6(5+) |
5 |
6D6+10 |
3 |
3 |
2 |
4 |
5 |
5+ |
6 |
18,000 |
Hero |
4 |
5+ |
6 |
7 |
2/4D6(5+) |
6 |
7D6+10 |
4 |
3 |
3 |
4 |
6 |
5+ |
7 |
24,000 |
Hero |
4 |
5+ |
6 |
7 |
2/4D6(5+) |
6 |
8D6+10 |
4 |
4 |
3 |
5 |
7 |
4+ |
8 |
32,000 |
Hero |
4 |
5+ |
7 |
7 |
3/5D6(5+) |
6 |
9D6+10 |
4 |
4 |
3 |
5 |
8 |
4+ |
9 |
45,000 |
Lord |
5 |
4+ |
7 |
7 |
3/5D6(5+) |
6 |
10D6+10 |
5 |
5 |
4 |
5 |
9 |
4+ |
10 |
50,000 |
Lord |
5 |
4+ |
7 |
7 |
3/5D6(5+) |
6 |
11D6+10 |
5 |
5 |
4 |
5 |
10 |
4+ |
*
The Giant gets +2 Damage Dice on a 5+
to hit, because of his over-whelming size and great strength.
**
The Giant’s starting skill is “Get Mad”, explained above.
*** The Giant
is almost never pinned by anything smaller than he is.