Giants

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<--Peoples of Alusia

Giants: Fire, Cloud, Human, Storm
Giants: Fire, Cloud, Human, Storm

A player character race in DQ.

Giants are a race that is much larger than humans. Their race is much older than humans, too. Giants are known to populate these areas:


Giants are lusty types, preferring nothing better than to go through life brawling, drinking, and wenching. They tend to gather together in a clan arrangement, building huge halls (or steadings) in out-of-the-way locations. They are not overly intelligent, and resent humans and elves particularly. Giants enjoy riddling and bartering. Giant warriors favour simple weapons scaled to their size. Giants possess infravision (heat vision) to a range of 250 feet.


Cloud Giant

Natural Habitat
Highlands
Frequency
Very Rare
Number
1-4 (1)
Description
Cloud giants are huge humanoids between 15 and 20 feet tall. Cloud giants will often build sky-castles on mountaintops. These will seem to float on pillars of cloud and can only be reached by a stone stairwell inside the pillars on which it floats. The pillars and the clouds on which the castle rests will be substantial (capable of bearing weight), though they will appear to be clouds. Cloud giants are 3-hex figures.
Abilities
Cloud giants are linked with the element of air, and gain +5% when casting air magics. This affinity leads most cloud giant adepts to be air mages. They may never learn earth magics. Their magic resistance is increased by 10% except against earth magics, against which their magic resistance is reduced by 20%.
Movement Rates
Running: 600-700
PS: 24-42 MD: 4-22 AG: 3-21 MA: 4-22 EN: 30-48 FT: 18-24
WP: 4-22 PC: 5-23 PB: 5-23 TMR: 12-14 NA: None
Weapons
Cloud giants favour the club and the sword, and will have Rank 2-4 with these weapons. They may use human-type weapons of twice normal size (improve Base Chance by 10%, double strength requirement, roll 2D10 for damage). They will sometimes wear armour, although it is rare to see a giant clothed in anything heavier than leather.
Giant Club: BC 50%, [D + 8], Melee, Rank 2-4.
Large Claymore: BC 60%, [2D + 4], Melee, Rank 2-4.

Fire Giant

Natural Habitat
Caverns, Highlands, Waste
Frequency
Rare
Number
1-4 (1)
Description
Fire giants are large humanoids about 12 feet tall.
Abilities
Fire giants are linked with the element of fire, and gain +5% when casting fire magics. This affinity leads most fire giant adepts to be fire mages. They may never learn ice magics. Their magic resistance is increased by 10% except against ice magics, against which their magic resistance is reduced by 20%.
Movement Rates
Running: 400-500
PS: 15-33 MD: 4-22 AG: 3-21 MA: 4-22 EN: 20-38 FT: 18-24
WP: 4-22 PC: 5-23 PB: 5-23 TMR: 8-10 NA: None
Weapons
Fire giants prefer the glaive and sword, and will have Rank 1-3 with these weapons. Armour heavier than leather is rare, although it does occur.
Giant Glaive: BC 65%, [D + 9], Melee, Rank 1-3.
2-Handed Sword: BC 55%, [D + 7], Melee, Rank 1-3.

Frost Giant

Natural Habitat
Highlands
Frequency
Rare
Number
1-25 (6)
Description
Frost giants are large humanoids between 15 and 20 feet in height. Frost giants are 3-hex figures.
Abilities
Frost giants are linked with the element of ice, and gain +5% when casting ice magics. This affinity leads most frost giant adepts to be ice mages. They may never learn fire magics. Their magic resistance is increased by 10% except against fire magics, against which their magic resistance is reduced by 20%.
Movement Rates
Running: 600-700
PS: 24-42 MD: 4-22 AG: 3-21 MA: 4-22 EN: 25-43 FT: 18-24
WP: 4-22 PC: 5-23 PB: 5-23 TMR: 12-14 NA: None
Weapons
Frost giants generally use swords and axes, and will frequently achieve rank 4 or higher with these weapons. They may use human-type weapons of twice normal size (improve Base Chance by 10%, double strength requirement, roll 2D10 for damage). Frost giants will wear any type of armour, with metallic armour being common.
Giant Axe: BC 65%, [D + 10], Melee, Rank 4+.
Large Claymore: BC 60%, [2D + 4], Melee, Rank 4+.

Hill Giant

Natural Habitat
Anywhere
Frequency
Rare
Number
1-10 (5)
Description
Hill giants are coarse featured humanoids about nine feet tall with uncommonly gnarled features. A hill giant has no patience for laborious learning.
Abilities
Note that a hill giant is not affiliated with any element in particular, and thus has a choice of College. Their mastery of a College, if any, can politely be described as minimal (about Rank 3).
Movement Rates
350-400
PS: 12-30 MD: 4-22 AG: 3-21 MA: 4-22 EN: 13-31 FT: 18-24
WP: 4-22 PC: 5-23 PB: 5-23 TMR: 7-8 NA: Thick hide absorbs 1 DP
Weapons
Hill giants will use all weapons, although they generally prefer simple crushing weapons like the club or mace. They will have rank 1-5 with these weapons. Hill giants rarely wear armour, although they will occasionally wear chain mail or leather.
Giant Club: BC 50%, [D + 8], Melee, Rank 1-5.
Giant Mace: BC 50%, [D + 7], Melee, Rank 1-5.

Stone Giant

Natural Habitat
Caverns, Highlands
Frequency
Rare
Number
1-6 (3)
Description
Stone giants are humanoids about 10 feet tall.
Abilities
Stone giants are linked with the element of earth, and gain +5% when casting earth magics. This affinity leads most stone giant adepts to be earth mages. They may never learn air magics. Their magic resistance is increased by 10% except against air magics, against which their magic resistance is reduced by 20%.
Movement Rates
Running: 400-500
PS: 13-31 MD: 4-22 AG: 3-21 MA: 4-22 EN: 15-25 FT: 18-24
WP: 4-22 PC: 5-23 PB: 5-23 TMR: 8-10 NA: None
Weapons
Stone giants prefer heavy weapons like hammers and clubs. They will have rank 3-5 with these weapons. They wear leather armour and carry shields.
Giant Club: BC 50%, [D + 8], Melee, Rank 3-5.
Giant Mace: BC 50%, [D + 7], Melee, Rank 3-5.

Storm Giant

Natural Habitat
Highlands
Frequency
Very Rare
Number
1-3 (1)
Description
Storm giants are huge humanoids about 20 feet tall. Storm Giants are 3-hex figures.
Comments
Largest of the Giant races. They are often seen as the wisest of the Giants (not hard). True to their name, storm giants enjoy turbulent weather, and there will frequently be a thunderstorm about their mountainous home.
Abilities
Storm giants can control the weather, bringing rain, wind, thunderstorms, and even a fair sky. Depending on the difference between the weather they are trying to create and the current weather, it will be from one to three hours until the effects of their control become evident. Note that storm giants are not particularly affiliated with any of the elements. There is a 50% chance that a storm giant will be a member of a College. If they are an Adept, a storm giant will typically have rank 3-7 with General Knowledge spells, and Rank 2-5 with those Special Knowledge spells that they know. Storm giants' magic resistance is increased by 10%.
Movement Rates
Running: 700-750
PS: 27-45 MD: 4-22 AG: 3-21 MA: 4-22 EN: 30-48 FT: 18-24
WP: 4-22 PC: 5-23 PB: 5-23 TMR: 14-15 NA: None
Weapons
Storm giants prefer edged weapons, particularly axes. They may use human-type weapons of twice normal size (improve Base Chance by 10%, double strength requirement, roll 2D10 for damage). They will have Rank 4 or better with their favourite weapon. Storm giants prefer chain mail, but will wear any sort of armour.
Giant Axe: BC 65%, [D + 10], Melee, Rank 4+.
Large Battle Axe: BC 70%, [2D + 4], Melee, Rank 4+.
History
Within the Lunar Empire they are held in high esteem becuase they helped the first emperor defeat the Senate during the Republican Wars.

Ogre

Natural Habitat
Highlands, Jungle, Woods
Frequency
Rare
Number
1-20 (4)
Description
Ogres are large, ugly humanoids. They are 8 feet tall, have flattened noses and large, sharp teeth. They will usually be wearing rags.
Comments
Ogres eat those travellers that they waylay and take their treasure. They are intelligent enough so that they will not attack a party if they are hopelessly outclassed, but they are stupid enough so that they can also be easily outwitted. Ogres will usually have treasure in the form of gold and gems.
Abilities
Ogres generally shun magic, although there is a small chance that an ogre will belong to the College of Earth Magics if they have MA 15. The highest rank that an ogre will ever attain with any spell is 6, and this only rarely.
Movement Rates
Running: 450
PS: 25-30 MD: 11-13 AG: 8-10 MA: 10-15 EN: 20-23 FT: 28-30
WP: 18-20 PC: 11-14 PB: 6-9 TMR: 9 NA: Thick skin absorbs 4 DP
Weapons
Ogres prefer to use large clubs over other weapons. Ranged weapons are rare, but possible. Ogres will also use shields and wear armour 80% of the time. If they do wear armour, it will usually be chain mail or lighter. Ogres can also bite.
Club: BC 50%, [D + 8], Melee, Rank 1-3.
Bite: BC 65%, [D + 4], Close, Rank 0.

Titan

Natural Habitat
Highlands, Other Planes
Frequency
Very Rare
Number
1-2 (1)
Description
Titans appear basically human or elven, but they are between 20 feet and 24 feet tall. They are also unusually muscular, and appear strikingly handsome or beautiful. Titans are 3-hex figures.
Comments
Titans are basically good in nature, and they will help people on occasion. They are often very touchy, however, and if they think a human is being insolent they will not hesitate to kill them, although sometimes (30%) they will just vanish. If a titan inhabits this plane for some reason, it will have a large castle, very substantial treasure, and numerous storm giant guards.
Abilities
Titans are highly magical. They can turn invisible, disappear from this plane, and move through the air by willing it. They can also use spells, talents, and rituals of any one College. They are protected from physical attack by a magical aura that surrounds them. This aura also adds 40 to their Magic Resistance. They will know all General and Special Knowledge magic of their College at Rank 10 or above.
Movement Rates
Running: 600; Flying: 300
PS: 60-70 MD: 12-16 AG: 13-17 MA: 19-26 EN: 30-40 FT: 50-60
WP: 17-20 PC: 16-18 PB: 19-21 TMR: 12/6 NA: Aura absorbs 12 DP
Weapons
Titans use human-type weapons of 4-times normal size (improve Base Chance by 20%, multiply damage by 4 after modification). They will sometimes wear armour (which functions in addition to their aura) if they are doing something which is pre-meditated, and that they know will be very dangerous.
Hand & a ½: BC 80%, Damage [4D + 20], Melee, Rank 7.

Troll

Natural Habitat
Caverns, Highlands, Ruins, Rural, Wetlands
Frequency
Uncommon
Number
1-3 (1)
Description
Trolls are large green, vaguely humanoid beings with greenish black heads and extremities. They are well muscled and long-limbed with thick, leathery skin. Their large teeth and claws are ideally suited to rending the "manflesh" they so highly prize. A full-grown troll may stand almost 15 feet high. Trolls are 3-hex monsters.
Comments
Trolls are not afraid of fire, but become enraged by its presence and will kill anyone who uses it if possible. Trolls can reproduce themselves by losing a limb, which regenerates into a new troll, but only once per decade or so. The only way to prevent this or to keep a troll from regenerating after death is to burn their corpse (and any stray pieces). A troll is unlikely to possess or guard treasure, but may have a few "pretties" in their possession (gold or jewellery and such). The net worth of such items will usually be no more than 500 silver pennies.
Abilities
Trolls possess no skills to speak of and are not magic-users. They may use simple weapons, but may never achieve any Rank with a weapon. Trolls possess the ability to regenerate themselves at the rate of 1 Damage Point each Pulse. Any damage inflicted by fire or acid is, however, permanent and may not be healed by regeneration. Trolls are poor Philosophers, at best.
Movement Rates
Running: 300
PS: 30-50 MD: 10-14 AG: 12-16 MA: 5-8 EN: 30-40 FT: 40-50
WP: 18-25 PC: 20-25 PB: Always 0 TMR: 6 NA: Skin absorbs 5 DP
Weapons
A troll may attack with its teeth and both hands without penalty. They may use a weapon, at least until they get angry.
Club: BC 50%, [D + 8], Melee, Rank 1-3.
Hands: BC 55%, [D + 6], Melee, Rank 0.
Teeth: BC 35%, [D + 4, Close, Rank 0.