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The Giant Lands - Mechanics and Magic

skalmold666 Mar '17  /  edited Jan '20
==Combat Mechanics==

There is very few differences in terms of combat except dodging costs power and blocking is not available in trade for a rule called soak.

Soak: Soak is the absorption of armor and ones durability from damage. when rolling soak one rolls might, depending on what people roll you can absorb damage. Ogres can roll their race trait to soak

--Soak scores--

- Star: Each star soaks 1 damage
-Moon: Each moon soaks 2 damage
- blanks and skulls: each blanks and skulls count as damage getting through

--XP--
Every 10 XP players gain a point to either spend in Health, Power or in a trait

==Magic==

Magic in the Giant Kingdoms is split into several lores that each holds different spells (to begin with there will only be novice spells). Each magic user begins with a single lore and so a single spell. Each Race has a different term for the magic users in their society and each have a set kind of lores they begin.

Ogres: Ogre Magi: Lore of the Guts
Trolls: Witch Doctors: Lore of the Swamps, Lore of the Spirits
Humans: Mages: Lore of the Flames, Lore of the Frost, Lore of the Beasts, Lore of the Shadows
Sangunians: Sorcerers: Lore of the Blood, Lore of the Shadows, Lore of the Primal
Ratfolk: Warlocks: Lore of the Vermin, Lore of the Beasts, Lore of the Ruinous
(Ratfolk Warlocks are noticed by their horns and grey fur having been made by the middle head of the Rodent Cerberus)

--Mechanics--
Whenever casting a spell a magic user they must roll wisdom + Lore trait. Whenever they cast a spell they must roll a minimum and a maximum of 1 power point, this guarantees that the spell is cast. Each level of the Lore trait gives access to a spell, so a level 1 trait gives access to 1 spell, level 2 trait gives you two spells in total. Each magic user begins with 1 lore trait and depending on race that lore might be determined, after you level up you may learn another lore if you find a teacher, be they in the party or in a town.

==Lores==

--Lore of Guts--
The lore of guts is the specialist magic of the ogres, otherwise known as gut magic, it is based entirely on the buffing of targets. Ogre Magi must begin with this lore.
Gut Lore: 1 - Casting spells of the Lore of Maws

-Spell 1: Iron Gut: The Magic user causes the targets skin to become like iron and so more durable. when cast the target gains a reduction of 1 damage for 1 round. if stars are gained then the ogre magi may choose another target for each extra star for the spell to work or extra rounds for the singular target.

-Spell 2: Giants Strength: The magic user causes the target to become immensely strong increasing damage performed by 1 for 1 round. additional stars cause either another target for each star or extra damage for each star.

- Spell 3: Goliath: The magic user makes the target increasingly durable and powerful increasing damage done and decreasing damage received by 2 for 2 rounds. Additional stars either increases the number of targets or the stat increases.

--Lore of the Swamps--
The Lore of the Swamps is the Signature lore of the Witch Doctors, it focuses on debuffing. Witch Doctors must begin with either the Lore of the Swamps or Lore of the Spirits.
Swamp Lore: 1 - Casting Spells of the Lore of the Swamps

-Spell 1: Sickness of Waning: The Witch Doctor causes the target to weaken and become fragile causing damage to be done to them to increase 1 for 1 round. additional stars increase the amount of targets or amount of rounds

-Spell 2: Lerpric condition: The Witch Doctor causes the target to weaken and falter causing damage they do to decreased by 1 for 1 round. Additional Stars cause the damage received to increase by 1 or increase the number of targets

-Spell 3: Cancerous force: The Witch Doctor causes the target to slowly Deteriorate at a slow yet harmful pace causing the target to decrease damage done and increasing damage done by 1 for 2 rounds. additional stars increases the duration or the number of targets.

--Lore of the Spirits--
Lore of the Spirits is a common lore within the Giant Kingdoms but it is most often used by the trolls. Witch Doctors must start with either Lore of the Spirits or Lore of the Swamps
Spirit Lore: 1 - Casting spells of the Lore of the Spirits

-Spell 1: Spirit Bolt: the Magic Caster sends out a bolt of spiritual energies that causes harm to the soul and so deterioration of the body. the Bolt does 1 damage but for each additional star it increases by 1

-Spell 2: Spirit Shell: The Magic Caster surrounds themselves in a shell of spiritual energies capable of blocking incoming magical attacks. the shell blocks 1 point of magical damage, each additional star increases that reduction by 1

-Spell 3: Possession: The Caster causes the target to become possessed by an animal spirit that causes the target to become something else, most often a lycanthrobic creature in terms of failure, this happens often as it is a difficult spell to use correctly. the GM will decide what will happen.

--Lore of the Flames--
The Lore of the Flames is a highly offensive magic often used by the mages and by those who are most destructive. Mages must begin with either the Lore of the Flames, Frost, Beasts or Shadow.
Flame Lore: 1 - Casting Spells of the Lore of the Flames

-Spell 1: Flame Bolt: The caster throws a small ball of fire burning the target causing 1 damage, each additional star increases the damage by 1.

-Spell 2: Flame Lance: The Caster Throws a Spear of Flame that pierces targets causing 2 damage, each additional star increases damage by 1

-Spell 3: Flame Explosion: the Caster the Heats the area at an extreme rate and causes an explosion causing 3 damage, each additional star increases damage by 1

--Lore of the Frost--
Lore of the Frost is a lore that is often used to cool nobles down in the harsh deserts and savannah's in the southern plains. Mages must begin with either the Lore of the Flames, Frost, Beasts or Shadow.
Frost Lore: 1 - Casting spell of the Lore of Frost

-Spell 1: Frost burn: The Mage Causes the target to quickly freeze an area of the subject causing 1 damage, each additional star increases damage by 1

-Spell 2: Frost clad earth: The Mages Causes the area under the target to freeze and immobilize the target for 1 round, each additional star can either increase the amount of targets or increases the number of rounds the target is immobalized.

-spell 3: Blizzard: The Mage casts a powerful blast of frost at the target causing 3 damage and each additional star increases damage by 1

--Lore of the Beasts--
Lore of the Beasts is a very primordial lore, basing itself on the concept of druidism in the sense of the natural order of things of predator and prey, it consists mainly of Buffing magic. Mages must begin with either the Lore of the Flames, Frost, Beasts or Shadow.
Beast Lore: 1 - Casting spells of the Lore of the Beasts#

-Spell 1: Beast Claws: The Caster Causes the target (most often themselves) to grow long viscous claws that prevent the use of standard weapons but the claws are more potent than most weapons. the target gains +1 damage to melee weapons.

-Spell 2: Predatory Right: The Caster Instills the meek part of the targets mind turning them to the fickle mind of the prey causing fear to enter their mind and that the caster are the predator. the target becomes fearful and so are unable to attack for 1 round, each additional star increases the duration by 1

-Spell 3: Apex Predator: The Mage causes the target to become a legendary apex predatory increasesing their melee damage by 2 and decreases damage taken by 1

--Lore of the Shadows--
The Lore of the Shadows is a distrusted lore due to it's capabilities of unpredictability and control of the dark. Mages must begin with either the Lore of the Flames, Frost, Beasts or Shadow.
Shadow Lore: 1 - Casting spells of the Lore of the Shadows

-Spell 1: Shadow Blend: The Mage makes themselves or a target blend into the shadows, becoming a shadow themselves. the target becomes a shadow for 1 round and so becomes untargetable but they themselves cannot become attack, each additional star increases the period by 1 round.

-Spell 2: Striking Shadow: The Mage causes a targets shadow to rise from the ground and slice at them with unnatural sharpness causing 2 damage, each additional star increases the damage by 1

-Spell 3: Cloaks of Shadow: The Caster creates the effect of Shadow Blend yet on 3 targets, each additional star increases either the number of targets by 1 or the number of rounds by 1

--Lore of the blood--
The Lore of the Blood is a Signature Lore of the Sangunians, it focuses on the control of the biological body such as blood and bone. Sorcerers must begin with either the Lore of the Shadows, Lore of the Blood and Lore of the Primal
Blood Lore: 1 - Casting Spell from the Lore of the Blood

-Spell 1: Blood Boil: The Sorcerer forces the Blood within the target to increase in heat until they begin to damage from the heat causing 1 damage, each additional star increases the damage by 1.

-Spell 2: Body Arsenal: The Sorcerer Forces bone and cartilage to fuse and extend into horrifyingly wicked weapons increasing melee damage done by the target to increase by 2 for 2 rounds, each additional star either increases the damage done by 1 or increase the number of rounds by 1

-Spell 3: Blood form: The Sorcerer Begins turning into Vital Fluids yet still holds their humanoid form, their bodies acting like fluid many weapons flow straight through them. the Sorcerer Reduces all physical damage taken by 3 for 2 rounds, each additional star increases the amount of rounds by 1.

--Lore of the Primal--
The Lore of the Primal is seen as very a very disgusting and unliked by the other races as it deals with the Primal primordial instinctive fear of all beings. Sorcerers must begin with either the Lore of the Shadows, Lore of the Blood and Lore of the Primal.
Primal Lore: Casting Spells of the Lore of the Primal

-Spell 1: Primal Fear: The Sorcerer causes a creature to revert to their base instincts as they hallucinate their instinctive phobia forcing them to leave the field in terror.

-Spell 2: The Primordial Entropy: The Sorcerer Channels the essence of the Primordial essence of time causing many to turn to dust. This causes 2 damage, each additional star increases damage by 1.

-Spell 3: Horrid Form: The Sorcerer begins to morph into a monster without a distinguishable origin, the form being the form of the instinctive phobia of the caster and so when they see their reflection they fall under the rule of Primal Fear. The Sorcerers Melee Damage increases by 2 while damage taken is reduced by 2, this form lasts for 2 rounds. each additional star increases the number of rounds by 1

--Lore of the Vermin--
Lore of the Vermin is a signature lore of the Ratfolk that deals with the manipulations and control of vermin and rodents. Warlocks must begin with either the Lore of the Vermin or Lore of the Ruinous
Vermin Lore: 1 - Casting of the Lore of the Vermin

-Spell 1: Vermintide: The Warlock calls all forms of vermin and rodents to her side in a flood of bodies be they insect, reptile, mammal or avian. The Spell causes 2 targets to be unable to do anything for 1 round, each additional star either increases the number of rounds by 1 or the number of targets by 1.

-Spell 2: Subsume the Spirit: The Sorcerer Enters a meditative trance in which they take over a rodent/vermin and for an hour. each additional star increases the number of rodents/vermin during the trance. During the Trance the Warlock can see, hear and smell anything that the possessy can.

-Spell 3: Sigil of the Verminking: The Warlock forces a Vermin/Rodent to become a king in their own right of their species increasing to the size of men. The GM will Determine what the Beast is capable of and will control it.

--Lore of the Ruinous--
The Lore of the Ruinous is a secretive Signature Lore of the Ratfolk that deals with the unnatural destruction and entropy of the world. Warlocks must begin with either the Lore of the Vermin or Lore of the Ruinous.
Ruinous Lore: 1 - Casting Spells of the Lore of the Ruinous

-Spell 1: Bolt of Ruin: The Warlock points his finger and out and exploding out comes a green tinged black lightning bolt causing 1 damage, each additional star increases the damage done by 1

-Spell 2: Mist of Ruin: The Warlocks creates a dark green mist causing entropy in the area it touches causing those who touch it to weaken, all enemies increase damage taken and decrease damage they deal by 1 for 2 rounds, each additional star either increases the damage taken or reduces the damage they deal, or they may increase the number of rounds it lasts

Spell 3: Avatar of the Horned One: The Warlocks form begins to morph into a large muscular rat like humanoid form with multiple pairs of large curling horns, wielding a pick axe like weapon consisting of decreped and decayed wood, iron and strange glowing rocks that causes death and entropy near by in plants and minor animals such as rodents and vermin. The Warlock increases their melee Damage by 3 and decreases any damage taken by 1, this lasts 2 rounds, each additional star increases the number of rounds by 1.

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