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In Arcana Unearthed the Giants were native to another continent, and built an elaborate civilization. Five hundred years ago a dying prince had a prophetic vision, and with his retainers sailed across the Great Ocean to the Land of the Dragons.

The Giants decided to liberate the oppressed Humans and Fairies from the Dragons' cruelty. After two centuries of savage warfare, the Giants succeeded in exterminating every last Dragon in existence.

Of course, with the Dragons out of the way the Giants discovered that the Humans were too barbaric and short-sighted to govern themselves wisely. The Giants appointed themselves stewards of the land until such time as the Humans became wise. Naturally the Giants' presumption of superiority angers many other species, but to their credit their rule has been fairly enlightened.

Giants are strong, proud, and philosophical. They are mostly found in the Kingdom of the Diamond Throne ("Dor-Erthenos" in their language). It is rare for Giants to be found from other homelands or cultures.

Pools

A Giant’s Vigor pool must always be at least one-third of the sum of his pools. So, if you had 15 points in various pools, your Vigor must be at least 5.

Skill Emphasis

Giants are painstaking craftsmen, but are too forthright to excel at skullduggery. Craft skills must be rated A or B; Illicit skills must be rated B or C.

Innate Skill: Tradition (R)

Giants, as a species, place extraordinary emphasis on precedent, procedure, and politesse. Their societies are governed by elaborate rituals and ceremonies, and they quickly acclimate themselves to others' traditions as well. This skill can be used to grant bonuses to all Etiquette checks.

Giant Species Secrets

Secret of Enormity

Giants are giant-sized! Gets a bonus dice to being big and strong, but a penalty dice for being nimble or quick. This applies to hitting people as well as not getting hit. This is required for all Giant characters.

Traditional Practices

The Giants have a correct way of doing everything. Your Tradition score can be used in place of any other ability for an entire scene. Cost – 3 Reason. Also, your very next advance must be spent to improve that skill.

Ritual of the War Dance

By making a Tradition skill check the Giant may undergo a complete mental shift. The character can swap an open Priestly skill with an open Fighting skill: Pray becomes Bash, Counsel becomes First Aid, Orate becomes Scrapping, or Discern Truth becomes Battle. The player may swap a number of skills equal to his Tradition success level. This is a permanent switch: moving back and forth requires taking the Secret again. Prerequisite - Traditional Practices.

Secret of Ceremonies

Refresh your Reason by participating in a ceremony, ritual, or other formalized tradition.

Secret Stomp

You can literally stomp on people smaller than you: treat this as a +2 "weapon" when using Scrapping against Human-sized or smaller opponents.

Giant Species Keys

Key of the Ancestors

Gain 1 XP when you make an offering to honor the ghosts of virtuous Giants, or placate the ghosts of vicious ones. Gain 3 XP when your deeds bring renown upon your lineage. Buy Off - dishonor your family.

Key of the Giant Craftsman

Gain 1 XP whenever you succeed at a Craft check. Gain 3 XP if it is a monumental work. Buy Off - Abandon a job.

Key of Greater Wisdom

Gain 1 XP when you openly disagree with a member of another species about the best course of action. Gain 2 XP when you correct a mistake made by a member of another species. Gain 5 XP when you have to rescue the lesser species from a disastrous result of his or her folly. Buy Off - Admit your own mistakes.

Key of the Steward

The Giants do not intend to exploit anyone; they aim to help those they rule. Gain 1 XP when you make a decision that will benefit another person, family, or community. Gain 3 XP if it will benefit non-Giants more than Giants. Buy Off - Use your power for immediate self-aggrandizement.

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Page last modified on September 09, 2005, at 07:29 PM by JamesNostack

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