Hierax Posted January 3, 2004 Report Share Posted January 3, 2004 Ok, here's a quick Hill Giant write-up without using Growth (as per Ed's suggestion of following the 5th ed way):Hill Giant (Standard 300 Point Warrior) Val Char Cost 35 STR 25 8 DEX -6 20 CON 20 21 BODY 22 6 INT -4 6 EGO -8 8/23 PRE -2 8 COM -1 10 PD 3 7 ED 3 2 SPD 2 11 REC 0 40 END 0 72 STUN 23 12" RUN124" SWIM24" LEAP-3Characteristics Cost: 88Cost Power END 3 Thick Skin: Damage Resistance (3 PD/3 ED) 30 Twice As Big: Physical Damage Reduction, Resistant, 50% 30 Twice As Big: Energy Damage Reduction, Resistant, 50% 4 Long of Arm: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 35 Huge Hit: Naked Modifier on up to 35 STR, Area Of Effect (up to One Hex; +1/2), Reduced Endurance (0 END; +1/2) 40 Hurl Rocks: Killing Attack - Ranged 3d6-1, Area Of Effect (One Hex; +1/2) (60 Active Points); OIF (Focus - Rocks of Opportunity; -1/2) 6 7 Rock Catching: Missile Deflection (Thrown Objects), Missile Reflection (25 Active Points); Activation Roll 9- (-1 1/2), Limited Power (Only vs. Large Roughly Rock/Boulder Shaped Objects) (-1) 7 Impressive Size: +15 PRE (15 Active Points); Limited Power (Only for PRE Attacks) (-1) 6 Heavy: Knockback Resistance -3" Powers Cost: 162Cost Skill 32 +4 with All Combat 2 WF: Common Melee Weapons, Thrown Rocks 2 KS: Lair and Surrounding Environment 11- 0 Language: Hill Giant (completely fluent) (3 Active Points) 1 Language: Ogre (basic conversation) 1 PS: Warrior 8- 2 Survival 10- Skills Cost: 40Cost Talent 10 Follow-Through Attack Talents Cost: 10Cost Equipment END 10 Giant-Sized (2x) Club: Hand-To-Hand Attack +8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Independent (-2), STR Minimum 20 (-1), OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 12 Giant-Sized (2x) War Club: Hand-To-Hand Attack +10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); Independent (-2), STR Minimum 24 (-1), OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 14 Giant-Sized (2x) Great Club: Hand-To-Hand Attack +12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Independent (-2), STR Minimum 30 (-1), OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 15 Giant-Sized (2x) Spear: Killing Attack - Hand-To-Hand 3d6+1 (4d6 w/STR), Reduced Endurance (0 END; +1/2), Ranged (+1/2) (100 Active Points); Independent (-2), 1 Recoverable Charge (-1 1/4), OAF (Focus - Spear; -1), STR Minimum 20 (-1), Real Weapon (-1/4), Reduced By Range (Range Based on STR) (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost.Val Disadvantages 15 Dinstinctive Features - Hill Giant: Not Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures 10 Enormous Appetite - Phys Lim - Must Eat 8x as much as a normal man: Frequently, Slightly Impairing 15 Physical Limitation - Bigger And Easier to be Seen and be Hit (2x human size = -2 DCV, and +2 to PER Rolls to Percieve): (All the Time, Slightly Impairing) 5 Physical Limitation - Too Big to Fit: (Infrequently, Slightly Impairing) 15 Reputation - Rapacious Plunderers: , 14- 40 Monster Bonus Disadvantage Points: 100Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 300 Height: 3.65 m Hair: Brown Weight: 680.00 kg Eyes: Brown Appearance: Hill Giants are an average of about 12 feet tall (they range anywhere from 10 to 16 feet tall) and weigh an average of about 1,500 pounds but given enough food can get grotesquely obese (ranging anywhere from 1,000 to 7600 pounds). More than anything Hill Giants resemble huge hairy inbred humans/neandrathals (think of generic Saxon scum meeting "Quest for Fire" meets "Grizzly Adams" meets "Deliverance" -- shudder!).Personality: Quote:Background: These hairy brutes are 12' tall and very stupid. They wear animal skins and carry huge clubs and spears. These giants live in the foothills of mountains and raid human communities from time to time for food and plunder. Hill giants have tan to reddish brown skins, brown to black hair, and red-rimmed eyes. They typically dress in rough hides or skins. They use any form of weapon available but favor clubs Sources: (D+D-X.32) (RC.179); (AD+D-1e-MM.45); (AD+D-2e-MM.141); (D+D-3e-MM.98-100); (HM-HoB-vIII.58-59); (H4e-BFHC.62-63); (H5e-MMM.43). Powers/Tactics: Campaign Use: Quote Link to comment Share on other sites More sharing options...
Hierax Posted January 14, 2004 Author Report Share Posted January 14, 2004 Hill Giant Updated 2004-01-14 AM Above is now updated with lower rDEF, Basic Equipment added, Rock Catching Improved. Suggestions for improvements? Quote Link to comment Share on other sites More sharing options...
Eosin Posted January 17, 2004 Report Share Posted January 17, 2004 I will scrutinize for you tomorrow.... Going to bed. Quote Link to comment Share on other sites More sharing options...
Eosin Posted January 18, 2004 Report Share Posted January 18, 2004 I looked at these guys from work. The area affect along with the CSLs give them tremendous accuracy. DCV of a hex is 3, base OCV =3. The four combat skill levels mean that these bruisers land their blows on a 15- 12-13 dice hitting 85% of the time is a quick way to the grave. About the only way out of this jam is a dive for cover, just hope that you are not alone while fighting one of these guys. I like them but I might just give them "Giant Hands + 3 OCV" and lower their HTH to a +3, this gives them an OCV of +9 more than enought to threaten most folks. OR I would lower their CSL to +2, meaning they hit on a 13- against the hex. Quote Link to comment Share on other sites More sharing options...
Hierax Posted January 18, 2004 Author Report Share Posted January 18, 2004 That's a good point. I didn't have the AoE - 1 Hex originally but I didn't want to leave anything out that might be appropriate and when I was skimming through MMM I saw the "Sweeping Blow" was a common construction for 5e HERO Giants so I took it into the write-up. But now that you bring it up, it does make Giants too deadly on the attack. I think that I'll have to reconsider this and probably remove the AoE except for the very largest Giants; I guess it doesn't make sense for a double-sized fist to affect a whole 2m area; and, in fact, the rocks that the Giants carry bags of to throw so far aren't likely 6' human-sized anymore than I can throw a 3' round rock, so AoE for that doesn't quite work either. Thanks for pointing this out to me before someone got hurt Quote Link to comment Share on other sites More sharing options...
Hierax Posted February 13, 2004 Author Report Share Posted February 13, 2004 Hieraxian Hill Giant (2nd Draft)Here's the 2nd Draft write-up on Hill Giants:Printable Adobe Acrobat (.PDF) File: http://www.hierax.com/hero/fantasy/grey/monster/giant-hill.pdfEditable Hero Designer Character (.HDC) File: http://www.hierax.com/hero/fantasy/grey/monster/giant-hill.hdcHill Giant (275 Points) Val Char Cost 35 STR 25 8 DEX -6 35 CON 50 21 BODY 22 6 INT -4 6 EGO -8 35 PRE 25 8 COM -1 10 PD 3 10 ED 3 2 SPD 2 14 REC 0 70 END 0 73 STUN 16 7" RUN22" SWIM02" LEAP-5Characteristics Cost: 124Cost Power END 3 Thick Skin: Damage Resistance (3 PD/3 ED) 30 Twice As Big: Physical Damage Reduction, Resistant, 50% 30 Twice As Big: Energy Damage Reduction, Resistant, 50% 4 Long of Arm: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 23 Hurl Rocks: Killing Attack - Ranged 3d6-1 (40 Active Points); OIF (Focus - Rocks of Opportunity; -1/2), Limited Range (200 yards/meters 100") (-1/4) 4 7 Rock Catching: Missile Deflection (Thrown Objects), Missile Reflection (25 Active Points); Activation Roll 9- (-1 1/2), Limited Power (Only vs. Large Roughly Rock/Boulder Shaped Objects) (-1) 6 Heavy: Knockback Resistance -3" 1 Life Support (Longevity 200 Years) Powers Cost: 104Cost Skill 32 +4 with All Combat 2 +1 with Club 2 WF: Common Melee Weapons, Thrown Rocks 0 KS: Lair and Surrounding Environment 8- 0 Language: Hill Giant (completely fluent) (3 Active Points) 1 Language: Ogre (basic conversation) 0 PS: Warrior 8- 0 Survival 8- Skills Cost: 37Cost Talent 10 Follow-Through Attack Talents Cost: 10Cost Equipment END 9 Giant-Sized (2x) Club: Hand-To-Hand Attack +8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Independent (-2), STR Minimum 20 (-1), OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 12 Giant-Sized (2x) War Club: Hand-To-Hand Attack +10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); Independent (-2), STR Minimum 24 (-1), OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 14 Giant-Sized (2x) Great Club: Hand-To-Hand Attack +12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Independent (-2), STR Minimum 30 (-1), OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 15 Giant-Sized (2x) Spear: Killing Attack - Hand-To-Hand 3d6+1 (4d6 w/STR), Reduced Endurance (0 END; +1/2), Ranged (+1/2) (100 Active Points); Independent (-2), 1 Recoverable Charge (-1 1/4), OAF (Focus - Spear; -1), STR Minimum 20 (-1), Real Weapon (-1/4), Reduced By Range (Range Based on STR) (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost.Val Disadvantages 15 Distinctive Features - Hill Giant: Not Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures 10 Hunted: Green Dragons (Because Hill Giants consider them to be a delicacy) 8- (As Pow, Harshly Punish) 15 Physical Limitation - Bigger And Easier to be Seen and be Hit (2x human size = -3 DCV, and +3 to PER Rolls to Percieve): (All the Time, Slightly Impairing) 5 Physical Limitation: Too Big to Fit, Too Heavy to be Supported (Infrequently, Slightly Impairing) 10 Physical Limitation: Voracious - Must Eat 8x as much as a normal man (Frequently, Slightly Impairing) 5 Psychological Limitation: Distrust/Hatred of Arcane Magic-Using Wizards (Uncommon, Moderate) 15 Reputation - Greedy Rapacious Plunderers: , 14- 0 Social Limitation: Not Accepted in Most Civilized Societies (Occasionally, Minor, Not Limiting In Some Cultures) Disadvantage Points: 75Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 275 Height: 3.65 m Hair: Brown Weight: 680.00 kg Eyes: Brown Appearance: Hill Giants are an average of about 12 feet tall (they range anywhere from 10 to 16 feet tall) and weigh an average of about 1,500 pounds but given enough food can get grotesquely obese (ranging anywhere from 1,000 to 7600 pounds). More than anything Hill Giants resemble huge hairy inbred humans/neandrathals (think of generic Saxon scum meeting "Quest for Fire" meets "Grizzly Adams" meets "Deliverance" -- shudder!).Personality: Quote:(D+D-X.32) (RC.179); (AD+D-1e-MM.45); (AD+D-2e-MM.141); (D+D-3e-MM.98-100); (HM-HoB-vIII.58-59); (H4e-BFHC.62-63); (H5e-MMM.43).Background: These hairy brutes are 12' tall and very stupid. They wear animal skins and carry huge clubs and spears. These giants live in the foothills of mountains and raid human communities from time to time for food and plunder. Hill giants have tan to reddish brown skins, brown to black hair, and red-rimmed eyes. They typically dress in rough hides or skins. They use any form of weapon available but favor clubsPowers/Tactics: Campaign Use: - Chief (see Nosra NPC write-up for prime example).- Shaman up to 7th Level (up to 70 Active Points of divine spells). Quote Link to comment Share on other sites More sharing options...
Arthur Posted February 13, 2004 Report Share Posted February 13, 2004 This looks really good. I can offer only a few suggestions: CON is probably too high. Typically, CON is considerably lower than STR for the high-STR types. I'd change that to 20 or 25. Change INT to 3. Exact same game effect. INT should always end in 3 or 8. Don't know that I'd make EGO that low. I'd probably go with 8. I'd also add some Mental Defense, at least vs. Mind Control. Otherwise, any "puppet-master" character has a cake-easy way to get a very strong slave. I see you changed the extra PRE to "straight-up". That was going to be my main suggestion from the first draft. I liked it better when ED was lower than PD. I don't see them being that resistant to fire and such. I might also make the DR 3/2 or 3/1. I would consider bumping SPD to 3. These are Hill Giant warriors, after all. The defenses plus Damage Reduction might be too high. I understand that Giants of any kind should be really hard to take down, but this might be overshooting the mark. This is a big maybe, though. I might go with PD 10/3 and ED 8/1 and 25% Damage Reduction - no lower than that. The weapons and equipment shouldn't cost points. FH is primarily supposed to be a Heroic-level game, right? The CSLs seem a bit high. I'd probably go with +2 with All Combat and +2 with Club, at the most. Just my suggestions. Quote Link to comment Share on other sites More sharing options...
Knightmare Posted February 13, 2004 Report Share Posted February 13, 2004 This is probably just a matter of taste but it seems a bit much for a dumb giant to have 5 Combat Levels. I'm not sure a hill giant would have the wit or will to study his combat lessons so diligently. He might have some ability based on brawling with other giants but probably gets by without fighting most of the time based on his size / intimidation factor. Otherwise the description looks great and I appreciate your taking the time to share your work! Quote Link to comment Share on other sites More sharing options...
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