The Beast Fears Fire - Giants

Giants [Hardship 2+, Gathering; Hardship 6, Rampage]
Impulse - Raise a ruckus, then become one.
For something that's 5 meters tall, giants can be pretty hard to notice when they are not interested in being loud. Eerie shadows in the trees, strange footprints, an odd smell that not everyone notices, that's all. When they are in the wilds, giants move in a trance, barely acknowledging the terrain, let alone other creatures. They are large enough that nothing poses much of a threat against them, and they tend not to pose much of a threat when they are in their fugue state. Lanky, shadowy figures clothed in shadow, sometimes with glowing eyes and sometimes without, they make no sound when they move.

Once a giant comes near a group of people, though, things start to change. The giant's natural stealth gets augmented by awakening purpose as the giant starts seeking out the largest groups of people it can find. Whether giants are able to control the weather or they just happen to have good luck, they always seem arrive at a settlement in the awful stagnation of the summer, the depth of winter, the 15th day of straight rain or the 60th of drought. They release pheromones that cause people to become irritable and aggressive, quietly cause misfortune and pain to help things along and then sit back and help itself to the psychic energy that the conflict releases. These pheromones don't have a detectable scent on their own (and their effects seem to only extend to humans), but some people do report a funny smell in areas where a giant is active.

Harm - Moderator Soft Move while Gathering; 6 in Rampage. While a giant is gathering, it will do everything in its power to stay out of sight. Its pheromones help stymie would-be investigators, fostering conflicts and causing those conflicts to escalate.

I Smell Trouble
When you are in a place where a Giant is gathering strength and don't want to spend your time yelling and being irrational, face Hardship.

On a Hit, you feel unaccountably angry, but this doesn't affect your actions. Tell the Moderator something that annoys or irritates your character, which is now in play as a possible Soft Move.
On a Hard Hit, you know that your emotions are being manipulated somehow, and you can smell something odd (if you ever encounter other giants, you will smell them as well, and recognize there is a giant about on a Hit).
On a Miss, answer a question as with a Hit, but you also suffer the Peril Angry and the Moderator gets a Soft Move. The Giant's Threshold increases by 1.

While gathering, it's not actually possible to kill the giant. Engaging it with physical or psychic attacks will drive it off for a little while, but the giant always returns. Giants don't become vulnerable until they rampage.

While it's gathering, the psychic energy a giant gets manifest as belts, rings, straps, bracelets and the like. Once the giant advances to Threshold 6, its body is totally obscured by them, with the exception of little peeks at turquoise light that leaks out between the armor. At this point, the giant goes from merely observing chaos to causing it, embarking on a destructive rampage until it's killed or it's able to drive off all the humans in its chosen territory.

Once a giant starts rampaging, it is vulnerable, but hurting them requires opponents to find the gaps in its psychic armor to strike at with weapons and magic.

Shadow of the Really Big Guy
When you want to try and hurt a rampaging giant, climb on its body and face Hardship

On a Hit, you cause Harm as stated.
On a Hard Hit, you get to use your Hard Hit option for facing Violence.
On a Miss, you fall off and suffer Harm as stated.

With snow white pillows for my big fat head
It's not really clear what impulse makes a person into a giant. It's hard enough to conclusively identify the proto-giant in the first place, and no accounts from people who knew the one who became a giant really identify anything in particular about them. That said, they seem to arise in circumstances of great interpersonal conflict, which may make them products of suppressed anger, forever drawn to the same situations that created them, lashing out and then repeating the process.

Giants usually go dormant for several years between completed rampages, disappearing into the wilderness.

Whatever the case, there tends to be a lot of astracite left over when you kill a giant, which makes it a worthwhile thing for daring heroes with very good grip to try.

There are rituals and formulas that can drive a gathering giant far from a settlement it has chosen. They aren't common, but they're not prohibitively difficult to find or enact. With luck, you can drive a giant far enough off that it heads off into the wilderness for a few years or alights on another settlement. There's a story about someone who managed to extort a lot of money out a string of settlements as a giant killer. The end of that story is not a good one.
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Published on December 23, 2012 17:38
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