Firbolg are forest dwelling Giant Kin.Ten to twelve feet tall, they look very similar
to a normal sized human in appearance. They have thick hair and beards, and have
exceptionally thick skin and flesh. Firbolg are powerful protectors of their homelands,
and often make for powerful Druids, Shaman, Rangers, and Archers.
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Firbolg are essentially isolationist, but are sometimes encountered on quests, vengeance,
or business in some parts of the world, and occasionally one will become an adventurer
for a period of time, usually in pursuit of some larger end.
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GM Permission is typically required to play a Firbolg.
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Cost
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Ability
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15
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Giantish: +15 STR
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10
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Durable: +5 CON
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10
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Tough: +5 BODY
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8
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Very Intimidating: +8 PRE
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8
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Thick Skinned: Damage Resistance 8 PD/8 ED
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6
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Heavy: Knockback Resistance -3"
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2
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Giantish Resilience: Lack of Weakness (-2), Normal Defense
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2
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Giantish Resilience: Lack of Weakness (-2), Resistant Defense
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5
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Reach: Stretching 1"
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5
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Mage Sight: Detect Magic [No Sense Group]
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8
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Assume Human Size: Shrinking (2 m tall, 1 m wide, 150 kg mass, -2 PER Rolls to perceive
character, +2 DCV, +3" KB) (10 Active Points); 1 Continuing Charges lasting
1 Hour each (-1/4)
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25
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Change Self: Shapeshift (Sight Group; Additional Sense Group: Hearing Group, Additional
Sense Group: Touch Group, Instant Change, Variety of Shapes: Humanoid Form Only)
(31 Active Points); 1 Continuing Charges lasting 1 Hour each (-1/4)
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45
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Giantish Missile Catching: Missile Deflection (Bullets & Shrapnel), Missile
Reflection, Reflect At Any Target
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1
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Longevity: 200 years
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Value
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Disadvantages
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-20
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Normal Characteristic Maxima
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-20
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Distinctive Feature: Firbolg (Concealable w/ Magic, Noticed, Often Extreme Reaction)
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-5
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Physical Limitation: 600-800 lbs, 10.5 to 12 ft tall
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-15
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Psychological Limitation: Isolationist Mentality (Common, Strong)
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-10
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Psychological Limitation: Hate Fomori; will attack on sight (Uncommon, Strong)
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-10
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Social Limitation: Giant Humanoid (Very Frequently; Minor; Not Limiting In Some
Cultures)
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+70
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Total Cost of Package
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Savages are warriors from more primitive and / or less civilized lands who rely
on sheer athleticism and moxy rather than fancy or well crafted armaments. Savages
tend to focus on survival and overall fitness.
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Savages can be somewhat similar to Light Foot but without concentrating overly much
on the mastery of a specific weapon (to a Savage everything is a weapon), and with
more concentration on raw athletic ability.
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Despite the connotation of the word "savage", Savages are not ravening
brutes by default; they are simply primal and unspoiled by more advanced modicums
of behavior. Many Savages follow a personal or cultural Code of behavior that, while
typically more practical and/or direct, is nevertheless as binding to them as a
well defined Code of Chivalry is to the most hide-bound and chivalrous of Knights.
This is a concept often referred to as "the Noble Savage".
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Cost
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Ability
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3
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Strong: +3 STR
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3
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Quick: +1 DEX
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10
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Nimble: +1 SPD
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6
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Durable: +3 CON
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6
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Resilient: +3 BODY
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16
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Choose One:
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- Combat Skill Levels: +2 All Combat
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- Combat Skill Levels: +2 DCV and
+2 OCV w/ Tight Group
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- Skill Levels: +1 Overall Level and
+2 OCV w/ Tight Group
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- Penalty Skill Levels: +4 vs. Range Modifier with All Attacks and
Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
Enhanced Perception: +2 PER with Normal Sight
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2
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AF: Light Armor Proficiency
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1
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AF: Shield Proficiency
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6
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WF: Common Melee, Common Missile, Uncommon Melee
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2
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Survival: Any 1 Environment
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55
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Total Ability Cost
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Value
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Disadvantages
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0
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None
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+55
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Total Cost of Package
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Cost
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Options
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12
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Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects
Base
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5
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Frightening Intensity: +10 PRE; Offensive Use Only (-1)
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5
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Fearless: +10 PRE; Defensive Use Only (-1)
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4
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Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
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10
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Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
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6
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Shifty: Combat Luck (3 PD/3 ED)
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4
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Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
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4
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Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Light Armor (-1/2)
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5
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Savage Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent
(+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self
Only (-1/2)
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10
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Savage Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post
Segment 12 Recovery In Combat (-2)
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-5
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Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
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-5
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Psychological Limitation: Savage Code (Define) (Uncommon, Moderate)
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-10
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Psychological Limitation: Dislikes Magic & Those Who Use It (Common, Moderate)
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-10
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Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
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-5
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Social Limitation: Savage (Feared & Discriminated against in cities) (Frequently;
Minor; Not Limiting In Some Cultures)
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