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<p>A Cursed World TRPG</p><p>REDGIANT</p><p>BURNS</p><p>u2</p><p>4</p><p>u</p><p>RED GIANT</p><p>copyright 2021 Rookie Jet Studio LLC</p><p>DESIGN, GAME MECHANICS, WRITING</p><p>Cory Burns (RookieJet)</p><p>ILLUSTRATIONS</p><p>Juwan Yi (Jow4ni)</p><p>LAYOUT</p><p>Emanuele Galletto (RoosterEma)</p><p>PLAYTESTERS</p><p>Phu Nguyen, Steven "Brittain" Hoover,</p><p>Marc-Antony Patterson, Edward "Fuze"</p><p>4u</p><p>u</p><p>4i. introduction</p><p>3</p><p>I.</p><p>INTRODUCTION</p><p>II.</p><p>CHARACTERS</p><p>III.</p><p>PLAYING THE GAME</p><p>IV.</p><p>OF MAGIC & CURSES</p><p>V.</p><p>BESTIARIUM</p><p>VI.</p><p>SCENARIOS</p><p>4</p><p>u</p><p>4u</p><p>CONTENTS</p><p>u4</p><p>u</p><p>4i. introduction</p><p>5</p><p>4</p><p>u</p><p>4u</p><p>INTRODUCTION</p><p>“Life is tragic simply because the earth turns, and the sun</p><p>inexorably rises and sets, and one day, for each of us, the sun will go down</p><p>for the last, last time. Perhaps the whole root of our trouble, the human</p><p>trouble, is that we will sacrifice all the beauty of our lives, will imprison</p><p>ourselves in totems, taboos, crosses, blood sacrifices, steeples, mosques,</p><p>races, armies, flags, nations, in order to deny the fact of death, which is</p><p>the only fact we have. It seems to me that one ought to rejoice in the</p><p>fact of death – ought to decide, indeed, to earn one’s death by</p><p>confronting with passion the conundrum of life.”</p><p>― James Baldwin, The Fire Next Time</p><p>i</p><p>u6</p><p>a</p><p>u</p><p>About</p><p>No one knows how the Red Giant came to be: some people believe it was an</p><p>act of god, some believe it was due to ancient technology, but no matter how</p><p>this planet became cursed, it is clear that</p><p>you cannot save this world.</p><p>Stories passed down through the ages all describe in detail a day long ago</p><p>where the sun suddenly grew and became consumed in a blood red color.</p><p>As the people stared at the sky a crimson haze slowly crept across the surface</p><p>of the planet. It’s been said that this was the beginning of what was known as</p><p>“the end of the world” or “the rapture” by people of that time.</p><p>From this day forward humanity and the world that they knew was forever</p><p>changed, horrific beings and aberrations began to rise, seemingly from the</p><p>soil itself. Beings of absolute terror and structures the human mind cannot</p><p>comprehend appeared from nothingness. It was not long before humanity</p><p>was ultimately driven to the edge of extinction, facing these impossible</p><p>threats.</p><p>People now eke out a small existence throughout the lands attempting to</p><p>avoid or defeat the horrors and creatures that have awakened from the planet</p><p>in order to survive, but for what and for what cost?</p><p>a</p><p>u</p><p>4i. introduction</p><p>7</p><p>55 About Red Giant</p><p>Red Giant is a Tabletop Role Playing Game influenced by, but not limited</p><p>to, anime and manga such as Vampire Hunter D, Berserk, and Claymore.</p><p>Red Giant aims to recreate the various themes, dynamics, and scenarios seen</p><p>in these types of media.</p><p>Note: This is a stand-alone game, which only requires a set of polyhedral dice,</p><p>paper, pencils, and a few friends to play with.</p><p>55 Role-Playing</p><p>A TRPG (Tabletop Role Playing Game) is a game in which you act out the</p><p>Character that you have created, performing an improv Session with everyo-</p><p>ne at the table. To put it simply, it’s just make-believe where the outcomes</p><p>are determined by your actions, dice, and a little bit of luck.</p><p>In the world of TRPGs you can be anybody you desire. When you “act out”</p><p>your Character, it can be a little embarrassing until you get used to it, but</p><p>it can also be great fun to play out incredible scenes, like the ones you see in</p><p>anime or movies, with your friends.</p><p>IMPORTANT</p><p>Red Giant takes place in an incredibly bleak setting. The world</p><p>this book contains is dangerous, violent, horrific, and filled with</p><p>death. There are themes in this book that may not be suitable for</p><p>some players. These themes include despair, murder, cruelty, and</p><p>extreme violence. If any of these themes may cause you trouble or</p><p>personal distress, Red Giant is likely not the game for you.</p><p>Red Giant should be played by adults (18+).</p><p>We here at Rookie Jet Studio understand that this game will touch</p><p>upon several adult themes; it is best to discuss with one another as</p><p>a group to determine what kind of themes or content you do</p><p>NOT want to see or roleplay in your game of Red Giant.</p><p>u8</p><p>55 Game</p><p>Part of the fun of TRPGs comes from the randomness of rolling dice and</p><p>using this data to strategize.</p><p>You will need to make important decisions and come up with a plan to get</p><p>past obstacles based on your Character’s attributes, equipment, afflictions</p><p>and the stats of both friends and foes.</p><p>The roll of the unpredictable Dice can bring about unexpected situations</p><p>that would normally never occur simply through conversation. You could</p><p>probably say that one of the most interesting parts about TRPGs is the way</p><p>dice can at times bring out happy story elements, and at other times sad</p><p>elements.</p><p>“God is dead. God remains dead. And we have killed him.</p><p>How shall we comfort ourselves, the murderers of all murderers?</p><p>What was holiest and mightiest of all that the world has yet owned</p><p>has bled to death under our knives: who will wipe this blood off us?</p><p>What water is there for us to clean ourselves?</p><p>What festivals of atonement, what sacred games</p><p>shall we have to invent?”</p><p>― Friedrich Nietzsche</p><p>A NOTE ABOUT THE RULES</p><p>The rules further presented in this book are simple guidelines</p><p>for how to play a game of Red Giant. Feel free to change, bend,</p><p>or tweak these rules in whichever way you see fit in order to</p><p>adapt new ideas or mechanics into your game.</p><p>b</p><p>u</p><p>4i. introduction</p><p>9</p><p>55 A Word of Advice</p><p>So you’ve decided to delve into the world of Red Giant. Along the way there</p><p>are hints and tricks you will learn when it comes to playing a Character or</p><p>running the game as a Game Master; but below are a few things to remember</p><p>when playing Red Giant.</p><p>l As the GM, your Players will look to you for guidance and assistance</p><p>when playing Red Giant: make sure to help them out when needed and</p><p>try your best so that everyone is having fun and has their own turn in</p><p>the spotlight. As Players, make sure to follow the narrative your GM</p><p>has written for the game without going “off the rails” too much: Red</p><p>Giant is a cooperative game and you will need to work with your fellow</p><p>Players to accomplish your Characters' goals.</p><p>l It’s okay to run away from a Combat scenario which may be difficult</p><p>or life threatening. This can be played out narratively or you can attach</p><p>mechanics to the escape, usually through a STR + RFX Competition</p><p>Check (p. 37) between the Player Characters and the enemies.</p><p>l There are Exchanges (p. 21) that can be used to work in tandem with</p><p>one another. For instance, take a look at Master Thief and Loathing</p><p>Prince: Master Thief makes you compelled to steal, but people may be</p><p>less likely to suspect you to steal from them if you're an important or</p><p>royal figure.</p><p>Try to experiment and come up with your own Exchanges that can</p><p>work in a similar way.</p><p>l Make sure to give your Characters adequate clothing. Life underneath</p><p>the sun is hard and grueling, even the rays from the sun may have ad-</p><p>verse effects on a Character's health. Cover up lest ye become a Bleached.</p><p>l Red Giant is composed of many small systems. From Map Creation,</p><p>to the Calendar there are many moving parts going on at any given</p><p>time. If any of these systems or features seem to overwhelm you, simply</p><p>remove them from the game and continue onwards. Make Red Giant</p><p>the game you want to play.</p><p>l Monsters, Creatures, and Horrors found in the Bestiarium (p. 68) can be</p><p>altered to adjust the game's difficulty. Feel free to change the stats for</p><p>all of these beings in order to scale the game to your table's preferred</p><p>difficulty.</p><p>u10</p><p>u</p><p>4i. introduction</p><p>11</p><p>4</p><p>u</p><p>4u</p><p>CHARACTERS</p><p>“Man is condemned to be free;</p><p>because once thrown into the world,</p><p>he is responsible for everything he does.”</p><p>― Jean-Paul Sartre</p><p>ii</p><p>u12</p><p>a</p><p>u</p><p>Creating a Character</p><p>This will be the Character that you, the Player control and whom the Game</p><p>Master guides. While the stats below are important, so is your Character's</p><p>role in the game. Make sure to create a backstory, description, appearance</p><p>glass bodies that smells sweet to hungry humans and</p><p>animals, luring famished travellers to their doom.</p><p>VII</p><p>u76</p><p>FAIRY</p><p>STR: 4 Defense: 0 Accuracy Check:</p><p>RFX: 6 Health: 30 RFX + MND +1</p><p>MND: 4 Spirit: 35 Damage Check:</p><p>CHA: 4 Sanity: 10 RFX + MND</p><p>Special: Minor Wish Granting</p><p>Fairies are capable of fulfilling small tasks like</p><p>producing a dinner, creating simple items, healing wounds,</p><p>changing the weather, rewinding time by 30 minutes</p><p>and much more (15 Spirit).</p><p>A fairy is a tricky and powerful being known for</p><p>their mystical and small appearance.</p><p>Fairies possess the uncanny ability of minor wish granting,</p><p>allowing them to fulfill small tasks like producing a dinner,</p><p>creating simple items, healing wounds, and more.</p><p>Additionally, Fairies are able to steal abstract things from people</p><p>by simply asking if they can have it, this includes peoples names,</p><p>their hands, memories, and more.</p><p>Some people have been successful in befriending Fairies and</p><p>some have captured them in bottles for later use.</p><p>Whatever your motive, be wary of the Fairies.</p><p>VIII</p><p>h</p><p>u</p><p>4v. bestiarium</p><p>77</p><p>GARGOYLE</p><p>STR: 6 Defense: 10 Accuracy Check:</p><p>RFX: 4 Health: 15 RFX + MND</p><p>MND: 4 Spirit: 25 Damage Check:</p><p>CHA: 4 Sanity: 10 STR + MND</p><p>Special: Scream</p><p>Gargoyles are capable of producing a high pitched</p><p>shriek upon appearing, which allows it to act first</p><p>during the first round of Combat (6 Spirit).</p><p>Stone statues that come to life whenever the bright sun's</p><p>rays shine upon their stony flesh. Gargoyles possess incredible</p><p>defenses in addition to their ability to fly.</p><p>These creatures will fly high above their prey and fall from</p><p>the skies in hopes to bludgeon their target.</p><p>IX</p><p>u78</p><p>GIANT</p><p>STR: 12 Defense: 0 Accuracy Check:</p><p>RFX: 6 Health: 45 STR + RFX -1</p><p>MND: 4 Spirit: 0 Damage Check:</p><p>CHA: 4 Sanity: 14 STR + RFX +1</p><p>Special: Quake</p><p>Giants are able to pound the earth and create a</p><p>small earthquake. Each Character must make a STR + RFX</p><p>Competition Check against the Giant: upon a success they</p><p>withstand the quake, upon a failure they take 1d6 damage and</p><p>must use an action during the next round to stand up.</p><p>A Giant is a massive and savage humanoid, typically covered</p><p>in debris of the surrounding lands, with eyes protruding from</p><p>its skull, and a large toothy grimace upon its face.</p><p>Giants are incredibly strong creatures that find entertainment</p><p>in killing people and will often deliver non-fatal blows to</p><p>keep them alive longer.</p><p>X</p><p>i</p><p>u</p><p>4v. bestiarium</p><p>79</p><p>HUSKS</p><p>STR: 4 Defense: 0 Accuracy Check:</p><p>RFX: 4 Health: 15 STR + RFX</p><p>MND: 4 Spirit: 5 Damage Check:</p><p>CHA: 4 Sanity: 8 STR + STR</p><p>Special: Teeth of Madness</p><p>If a Husk bites a target, they lose 1 Sanity in</p><p>addition to the damage taken (1 Spirit).</p><p>An undead fossilized humanoid.</p><p>These creatures though brittle, are able to drain the</p><p>sanity from their target with each bite.</p><p>Husks are a common enemy of Human civilization.</p><p>XI</p><p>u80</p><p>INCUBUS</p><p>STR: 4 Defense: 0 Accuracy Check:</p><p>RFX: 4 Health: 10 MND + CHA</p><p>MND: 4 Spirit: 10 Damage Check:</p><p>CHA: 4 Sanity: 10 STR + MND</p><p>Special: Life Drain</p><p>When an Incubus visits a target in their sleep, they are</p><p>able to steal 1d4 Health and vanish (5 Spirit).</p><p>An Incubus is a small floating demon with one eye and</p><p>tentacles protruding randomly from its body, born from the</p><p>mixture of blood and fluids from a person who died a</p><p>violent or traumatic death.</p><p>The Incubi come out at night and leech life from their targets.</p><p>Incubi are timid beings that prefer to remain unseen but will</p><p>attack their target in a small pack if noticed.</p><p>XII</p><p>j</p><p>u</p><p>4v. bestiarium</p><p>81</p><p>LICH</p><p>STR: 4 Defense: 1 Accuracy Check:</p><p>RFX: 4 Health: 30 RFX + MND</p><p>MND: 10 Spirit: 50 Damage Check:</p><p>CHA: 4 Sanity: 12 MND + CHA</p><p>Special: Magical Affinity</p><p>The Lich is able to use any spells from any type of Magic.</p><p>In addition to this, the Lich may also revive the nearby</p><p>dead as their own ally (6 Spirit).</p><p>An ancient and cosmic being which is believed</p><p>to be a manifestation of death itself.</p><p>A Lich usually wears a crown composed of bone laid</p><p>atop its head, which is covered in broken horns.</p><p>Physically, a Lich is rather tall and either wears robes</p><p>it has stolen from their victims or tredges through the world</p><p>naked revealing their body and face, which seems to be</p><p>in a perpetual state of decomposition.</p><p>Lich are incredibly dangerous due to their natural affinity</p><p>towards magic and their expertise at using it.</p><p>Unlike most Creatures & Monsters, a Lich will find a remote</p><p>and abandoned home to make its own, experimenting on the</p><p>natural flora and fauna with their spells.</p><p>XIII</p><p>u82</p><p>LILLITH</p><p>STR: 4 Defense: 0 Accuracy Check:</p><p>RFX: 4 Health: 12 RFX + MND</p><p>MND: 4 Spirit: 20 Damage Check:</p><p>CHA: 4 Sanity: 10 STR + MND</p><p>Special: Siren's Wail</p><p>Lilith are capable of producing a sound capable of</p><p>draining the target's Spirit by 1d4 for each use (6 Spirit).</p><p>A Lilith is a deposit of various flesh, blood, and fluid that</p><p>has merged together.</p><p>Lilliths usually have no senses and lash out randomly</p><p>with their various tentacles.</p><p>Lilliths are immobile but can form on any surface,</p><p>even upside down.</p><p>These beings are capable of producing a beak from</p><p>the folds of their flesh and mucus that can produce a</p><p>sound capable of draining Spirit.</p><p>XIV</p><p>k</p><p>u</p><p>4v. bestiarium</p><p>83</p><p>MAIDENS</p><p>STR: 6 Defense: 6 Accuracy Check:</p><p>RFX: 6 Health: 35 RFX + MND</p><p>MND: 10 Spirit: 100 Damage Check:</p><p>CHA: 8 Sanity: 10 STR + MND</p><p>Special: Barrier</p><p>The Maiden is capable of producing a large barrier of</p><p>white light that prevents creatures and horrors from entering</p><p>that which they protect.</p><p>Large stone statues of Angels that have since appeared</p><p>from the earth in certain cities and settlements.</p><p>These Statues emit a barrier around them that seemingly</p><p>protect the last civilizations on the surface.</p><p>Legends have it that maidens are constructs created by</p><p>ancient people in case of an emergency; these constructs can</p><p>be found almost anywhere in small numbers.</p><p>Maidens are some of the most important things in the world</p><p>due to their ability to ward off Creatures and Horrors and are</p><p>a common site of worship amongst humans.</p><p>Legends speak of some Maidens that have become corrupted</p><p>by the sunlight which come to life and attack those that</p><p>approach them.</p><p>XV</p><p>u84</p><p>MAIMED</p><p>STR: 8 Defense: 2 Accuracy Check:</p><p>RFX: 6 Health: 30 RFX + MND</p><p>MND: 4 Spirit: 10 Damage Check:</p><p>CHA: 4 Sanity: 10 STR + RFX</p><p>Special: Attributes</p><p>Maimed are able to utilize the different attributes of the</p><p>creatures it is composed of. (Flight, roaring, speed, venom, etc.)</p><p>A chimera-like monster, these demons have taken on</p><p>different physical aspects of animals. (i.e. A pig head with</p><p>a bear body and lizard tail etc.)</p><p>XVI</p><p>f</p><p>u</p><p>4v. bestiarium</p><p>85</p><p>ROSEMARY</p><p>STR: 4 Defense: 0 Accuracy Check:</p><p>RFX: 4 Health: 15 RFX + MND</p><p>MND: 8 Spirit: 15 Damage Check:</p><p>CHA: 6 Sanity: 10 MND + CHA</p><p>Special: Hypnotic Song</p><p>Rosemary are capable of singing songs that entrance</p><p>and confuse their target (5 Spirit). Whenever a Hypnotic</p><p>Song is sung each Character within a 50ft radius must make a</p><p>MND + CHA Competition Check with the Rosemary: upon a</p><p>failure the Character must flip a coin for each action taken during</p><p>Combat. Upon flipping heads, you do nothing instead of your</p><p>designated action; upon tails you perform your designated action.</p><p>Upon a success, nothing negative happens.</p><p>A floating wreath of heads and flowers that seem to be</p><p>made of porcelain. Rosemaries inhabit thick woods and sing</p><p>lovely songs that grow darker and more disturbing over time.</p><p>These beings are capable of casting various kinds of</p><p>fire Magics and are also able to entrance their victims</p><p>through a form of hypnosis.</p><p>XVII</p><p>u86</p><p>SUCCUBUS</p><p>STR: 4 Defense: 0 Accuracy Check:</p><p>RFX: 4 Health: 30 RFX + MND</p><p>MND: 8 Spirit: 35 Damage Check:</p><p>CHA: 8 Sanity: 10 MND + CHA</p><p>Special: Shapeshifting</p><p>A Succubus is able to transform into any humanoid at will (8 Spirit).</p><p>Each transformation takes roughly 1 minute and may not be</p><p>accurate if copying another humanoid's likeness.</p><p>A Succubus is a telepathic being that can shapeshift</p><p>into</p><p>whatever form their target desires.</p><p>These beings prey on emotionally and physically weak people</p><p>and attempt to steal their souls and earthly belongings.</p><p>Succubi can appear as almost anyone and use attractive</p><p>physical features in their transformations to entice their targets.</p><p>Succubi are not perfect though, and a keen eye may be able to</p><p>determine when one is in disguise.</p><p>XVIII</p><p>a</p><p>u</p><p>4v. bestiarium</p><p>87</p><p>TROLLS</p><p>STR: 6 Defense: 1 Accuracy Check:</p><p>RFX: 6 Health: 25 STR + RFX</p><p>MND: 4 Spirit: 10 Damage Check:</p><p>CHA: 4 Sanity: 10 STR + STR</p><p>Special: Rapid Healing</p><p>Trolls may recover 1d4 Health every turn (1 Spirit).</p><p>Trolls are sizable creatures covered in warts, tumors, and lumps.</p><p>Trolls possess incredible strength but appear to</p><p>lack basic intelligence for a humanoid.</p><p>These beings travel alone but can be heard approaching</p><p>from a mile away due to their loud yelps and roars.</p><p>Trolls are capable of quickly healing their wounds during</p><p>Combat, making them hard to kill.</p><p>XIX</p><p>u88</p><p>WASPS</p><p>STR: 4 Defense: 0 Accuracy Check:</p><p>RFX: 6 Health: 15 STR + RFX</p><p>MND: 4 Spirit: 20 Damage Check:</p><p>CHA: 4 Sanity: 12 STR + STR</p><p>Special: Hive</p><p>Anytime a Wasp appears, roll 1d4 to determine how many</p><p>other Wasps appear. This does not stack with the Wasps that</p><p>appear alongside it (10 Spirit).</p><p>Danger lurks within the ground beneath.</p><p>These creatures, while rare, appear in droves when an unaware vi-</p><p>ctim steps on the patterned, soft ground under them.</p><p>Humanoid in nature, these creatures tower over</p><p>men and possess the ability to fly.</p><p>When a Human is captured by these creatures they</p><p>are never seen again.</p><p>XX</p><p>b</p><p>u</p><p>4v. bestiarium</p><p>89</p><p>55 Horrors</p><p>Beings that defy the very laws and nature of our world and entities that cause</p><p>destruction wherever they go, Horrors are the number one threat to life itself</p><p>within the world of Red Giant. These entities often strike fear so deeply into</p><p>their victims' hearts that even the bravest soldier may turn and run to escape</p><p>the abysmal threats looming before them.</p><p>THE ATROPHY</p><p>STR: ?? Defense: ?? Accuracy Check:</p><p>RFX: ?? Health: ?? ??</p><p>MND: ?? Spirit: ?? Damage Check:</p><p>CHA: ?? Sanity: 14 ??</p><p>Special: Dissolve</p><p>The Atrophy can dissolve the flesh and bone of humans upon</p><p>contact, making it one of the most dangerous things to encounter;</p><p>if it lingers long enough, it can also dissolve metal and more.</p><p>A massive cloud of gas that appears to drift down from the sky and</p><p>spread across the land. Those who have lived to tell of its existence</p><p>report hearing a loud horn echo from the sky upon its descent, and</p><p>the sound of children's cries coming from within the cloud.</p><p>The Atrophy has no known weaknesses and will melt anything</p><p>it comes into contact with it, given enough time; it can instantly</p><p>melt bone. While the Atrophy is incredibly dangerous, it usually</p><p>only appears for a few minutes at a time.</p><p>I</p><p>u90</p><p>THE BEAST</p><p>STR: 8 Defense: 2 Accuracy Check:</p><p>RFX: 6 Health: 70 STR + RFX</p><p>MND: 4 Spirit: 20 Damage Check:</p><p>CHA: 4 Sanity: 14 STR + STR</p><p>Special: Bloody Roar</p><p>The beast is capable of releasing a haunting and powerful roar</p><p>that can causes targets to bleed through their orifices dealing 1d6</p><p>damage and ignoring all Defense (10 Spirit).</p><p>A muscular and defiant being covered in fur with many</p><p>horns protruding from its head, the Beast is a tall humanoid</p><p>that towers over people and homes.</p><p>This being is ferocious and seems to exist within a state of</p><p>perpetual rage, slaughtering or destroying anything and</p><p>everything it comes into contact with.</p><p>The Beast wields a large axe composed through a hybrid of</p><p>bone and steel and has the ability to cause orificial bleeding</p><p>through its powerful and intimidating roar.</p><p>II</p><p>c</p><p>u</p><p>4v. bestiarium</p><p>91</p><p>THE BEHEMOTH</p><p>STR: 10 Defense: 2 Accuracy Check:</p><p>RFX: 6 Health: 75 RFX + RFX</p><p>MND: 8 Spirit: 0 Damage Check:</p><p>CHA: 4 Sanity: 14 STR + RFX</p><p>Special: Calcification</p><p>The Behemoth is able to regrow any part of its body:</p><p>each time The Behemoth takes damage it recovers</p><p>1d4 Health immediately.</p><p>An incredible complex of indiscernible bones that take the</p><p>form of a monstrous being once risen from the ground.</p><p>The Behemoth brings with it a putrid and nauseating scent that</p><p>permeates the entire area causing its foes to become sick and weak.</p><p>The Behemoth seems to have no weaknesses as even the bones</p><p>broken from its body are restored almost instantly.</p><p>Those who have encountered the Behemoth only live</p><p>because of their instincts to run.</p><p>III</p><p>u92</p><p>THE DRUID</p><p>STR: 8 Defense: 3 Accuracy Check:</p><p>RFX: 10 Health: 45 STR + RFX</p><p>MND: 6 Spirit: 5 Damage Check:</p><p>CHA: 6 Sanity: 8 STR + STR</p><p>Special: Cursed</p><p>Upon engaging in Combat with The Druid, each</p><p>Character that is part of the Combat receives a Curse (5 Spirit).</p><p>A titan-like creature with many arms and legs that nests inside</p><p>of large trees, rumored to be the last of its kind.</p><p>Legends say The Druid silently judges those who walk past</p><p>them and blesses those still pure of heart but curses those</p><p>who are wicked.</p><p>At night the loud snaps of branches and falling trees can be</p><p>heard as The Druid travels across the canopy.</p><p>IV</p><p>d</p><p>u</p><p>4v. bestiarium</p><p>93</p><p>THE FLESH</p><p>STR: 8 Defense: 4 Accuracy Check:</p><p>RFX: 6 Health: 200 STR + RFX</p><p>MND: 10 Spirit: 20 Damage Check:</p><p>CHA: 4 Sanity: 14 STR + RFX</p><p>Special: Consume</p><p>Upon making contact with a human or animal, the Flesh will begin</p><p>to merge the body of its target with its own. This process is usually</p><p>completed in under a minute if not interrupted (2 Spirit).</p><p>A floating, living mass of flesh with a large and singular</p><p>eye that coasts through the plains absorbing any stray human</p><p>or animal it comes into contact with.</p><p>The Flesh does not appear to fully consume or kill its prey</p><p>but instead merges them into one with itself, leaving its victims</p><p>mangled, deformed, and providing them with enough energy to</p><p>scream out for help that may never come.</p><p>V</p><p>u94</p><p>HOUND OF HUNTING</p><p>STR: 8 Defense: 0 Accuracy Check:</p><p>RFX: 10 Health: 45 STR + RFX</p><p>MND: 4 Spirit: 25 Damage Check:</p><p>CHA: 4 Sanity: 8 STR + RFX</p><p>Special: Tentacles</p><p>Each turn, 1d6 tentacles protrude from Hound of Hunting’s</p><p>body and swat at the targets. Each tentacle uses 1d8 for accuracy</p><p>and 1d8 to calculate damage (5 Spirit).</p><p>A large deformed and distorted dog-like creature,</p><p>the Hound of Hunting has jet black fur that blends in seamlessly</p><p>across the night sky and piercing red eyes that could be mistaken for</p><p>the sun itself. Sporadically strewn throughout it’s fur exist</p><p>swelled tentacles that reach and grasp for anything they can</p><p>tear apart, including the tops of the trees, which it</p><p>effortlessly demolishes in its chase.</p><p>Hound of Hunting has an incredible sense of smell and will</p><p>always seek out the nearest scent of blood. Once Hound of Hunting</p><p>has its target locked within its eyesight it will never stop chasing</p><p>them, day or night, it will forever chase them until they have</p><p>been consumed by Hound of Hunting.</p><p>VI</p><p>e</p><p>u</p><p>4v. bestiarium</p><p>95</p><p>IDOLS</p><p>STR: 6 Defense: 6 Accuracy Check:</p><p>RFX: 6 Health: 45 RFX + MND</p><p>MND: 12 Spirit: 20 Damage Check:</p><p>CHA: 6 Sanity: 14 MND + CHA</p><p>Special: Blasphemy</p><p>Idols are capable of reducing the Sanity of a target by</p><p>1 during each round of Combat (2 Spirit).</p><p>Golden statuesque creatures that float high above the planet,</p><p>these creatures radiate a bright light around them that appears</p><p>to bend the sun's rays around it. Idols have been noted to possess</p><p>incredible telepathic powers and are capable of injecting false</p><p>memories and hallucinations into their target's minds.</p><p>Idols appear to have many faces upon their head, each with a look</p><p>that can be considered devious, inquiring, or sinister. The old texts</p><p>passed down refer to them as the “embodiment of madness”.</p><p>Idols seem to choose their victims at random or through</p><p>some unknown process of selections: do not approach.</p><p>VII</p><p>u96</p><p>LAUGHTER</p><p>STR: ?? Defense: ?? Accuracy Check:</p><p>RFX: ?? Health: ?? ??</p><p>MND: ?? Spirit: ?? Damage Check:</p><p>CHA: ?? Sanity: 10 ??</p><p>Special: Laughing Gas</p><p>Laughter is able to cause its target to laugh until they</p><p>asphyxiate</p><p>upon contact. Unless the target is knocked or pulled</p><p>away, this will always kill them.</p><p>A danger to civilization comes in the form</p><p>of a slight haze with a faint smile.</p><p>The Laughter sometimes make their ways from the hills and</p><p>mountains to towns or Civilizations not guarded by the Maidens.</p><p>The Laughter is able to simulate children and adult's laughter</p><p>outside a home to lure people outside; Laughter is also capable of</p><p>slipping into a home via windows or doors.</p><p>Once the victim comes into contact with the haze, they</p><p>begin to laugh until their lungs are drained of air and the</p><p>Laughter moves to its next victim.</p><p>VIII</p><p>u</p><p>4v. bestiarium</p><p>97</p><p>LEGION</p><p>STR: 8 Defense: 2 Accuracy Check:</p><p>RFX: 4 Health: 80 RFX + MND</p><p>MND: 10 Spirit: 100 Damage Check:</p><p>CHA: 10 Sanity: 16 STR + MND</p><p>Special: Conformity</p><p>Legion may probe those with weak minds and brainwash them to</p><p>join it. Upon making eye contact with Legion, each Character must</p><p>make a MND + MND Check with a target number of 8: upon failure</p><p>they hear the promising chants and are absorbed into Legion unless</p><p>Combat is initiated with the being. Upon a success, Legion is unable</p><p>to penetrate their mind and nothing happens (30 Spirit).</p><p>Once Humans, these are people who have rejected their</p><p>humanity and merged with a false god in order to “save”</p><p>themselves from the tainted world below.</p><p>Legion is an incredibly large cubic construct made of human</p><p>bodies that hover many miles above the surface chanting promises</p><p>in a language that can only be heard by those with a weak mind.</p><p>When Legion is able to communicate with a weak minded person</p><p>it will drive them to “ascend” and merge with it, prompting Legion</p><p>to float down to the planets surface. During this time Legion can</p><p>create incredible winds, tides, and gravity due to its sheer size.</p><p>When one willingly merges with Legion, the sea of bodies</p><p>that make up this construct reach their hands down, eager</p><p>for another to join them.</p><p>IX</p><p>u98</p><p>LORDS</p><p>STR: 12 Defense: 2 Accuracy Check:</p><p>RFX: 4 Health: 45 STR + RFX</p><p>MND: 10 Spirit: 50 Damage Check:</p><p>CHA: 6 Sanity: 12 STR + RFX</p><p>Special: Orbweaver</p><p>Lords are able to use and create any Orb</p><p>magic (p. 61, 10 Spirit).</p><p>Incredibly tall beings that dwarf the man-made buildings</p><p>below them, Lords are practitioners of magic and are believed</p><p>to be the creators of Orb magic.</p><p>Lords are incredibly powerful and intimidating but</p><p>will gladly exchange Orbs for rare or precious items with</p><p>humans if encountered.</p><p>These beings communicate by blinking their seven</p><p>eyes in different variations making conversation all but</p><p>impossible with others.</p><p>While Lords are not inherently hostile, they must be</p><p>approached with caution. In some cases where a Lord cannot</p><p>make a deal for an item they desire they have been known to</p><p>kill the owner of the desired item and take it for themselves.</p><p>X</p><p>g</p><p>u</p><p>4v. bestiarium</p><p>99</p><p>THE MUSE</p><p>STR: 12 Defense: 4 Accuracy Check:</p><p>RFX: 8 Health: 125 STR + MND</p><p>MND: 12 Spirit: 20 Damage Check:</p><p>CHA: 6 Sanity: 16 STR + MND -1</p><p>Special: Divine Chorus</p><p>The Muse may produce a chorus of singing voices that seems to</p><p>permeate through even the most dense walls. When the Muse begins</p><p>this chorus, each Character within sight of The Muse begins to</p><p>suffer from horrific visions and loses 6 Sanity (15 Spirit).</p><p>A deity of extraordinary size consisting of 3 torsos,</p><p>6 arms, and 3 heads made from living marble.</p><p>The Muse can appear to those with strong desires but can</p><p>also be summoned by certain rituals. When the Muse appears it</p><p>will request something of extreme importance to the individual</p><p>it has appeared to in exchange for a gift of its own; if the</p><p>individual agrees to this then The Muse will take the thing</p><p>they value most and it will never be seen again.</p><p>The gift given by The Muse has been reported to be anything</p><p>from great powers to a small item, seemingly at random.</p><p>This being's true motives are unknown, but it has shown</p><p>that there are individuals that it despises and those for whom</p><p>it caresfor deeply, returning to them and offering another</p><p>exchange of gifts.</p><p>XI</p><p>100</p><p>h</p><p>v. bestiarium</p><p>101</p><p>THE THIRTEEN KINGS</p><p>STR: ?? Defense: ?? Accuracy Check:</p><p>RFX: ?? Health: ?? ??</p><p>MND: ?? Spirit: ?? Damage Check:</p><p>CHA: ?? Sanity: 16 ??</p><p>Special: Storm of the Kings</p><p>Each King is constantly and effortlessly absorbing</p><p>anything and everything within a 1 mile radius into their void.</p><p>If a human is consumed by this void they are considered</p><p>dead and may never return.</p><p>Gargantuan entities that can only be explained as an</p><p>infinite humanoid void, these beings can be found throughout</p><p>the world “sweeping” away anything they come into contact</p><p>with aside from the earth itself.</p><p>Each King stands around 2000 ft tall and is made up of pure</p><p>darkness aside from their beaming red eyes and crowns; each King</p><p>wears a large crown composed of various metals with a different</p><p>colored jewel slotted into each of their respective crowns.</p><p>Legends have it that these Kings appeared at the dawning of the</p><p>Red Giant from deep below the planet. Do not approach.</p><p>XII</p><p>u102</p><p>u</p><p>4v. bestiarium</p><p>103</p><p>4</p><p>u</p><p>4u</p><p>SCENARIOS</p><p>“You look at where you're going and where you are and it</p><p>never makes much sense, but then you look back at where you've been</p><p>and a pattern seems to emerge.</p><p>And if you project forward from that pattern,</p><p>then sometimes you can come up with something.”</p><p>― Robert M. Pirsig</p><p>vi</p><p>u104</p><p>a</p><p>u</p><p>Dryspell</p><p>The following Scenario is designed to provide a map, a location and a loose</p><p>plot that can be used to craft your own game of Red Giant.</p><p>Feel free to change or modify the elements of this Scenario as you wish.</p><p>55 Overture</p><p>The scenario begins with the Party as part of a familiar caravan entering the</p><p>city of Leolis, named after their own ailing king who rescued the city from</p><p>horrors many years ago.</p><p>Upon approaching Leolis, the caravan notices that their home's walls are</p><p>crumbling, the wells have run dry, and the people are being savaged by a</p><p>mysterious influx of monsters within the city walls.</p><p>55 Hook</p><p>As soon as your Party begins the game, let them know that they have come</p><p>home to discover that their kingdom is in shambles.</p><p>When they arrive in Leolis, a lady approaches the caravan to gather mercena-</p><p>ries, warriors, and anyone else that may be of aid to the fallen kingdom.</p><p>She urges them to come with her and see the king right away.</p><p>i</p><p>u</p><p>4vi. scenarios</p><p>105</p><p>55 The Audience</p><p>The King will then grant the willing adventurers from the caravan an au-</p><p>dience and explains that the Yggdrasil tree has begun to wilt for an unknown</p><p>reason. He will request that the adventurers help save the town by slaying</p><p>the local monsters and aid in finding out the cause behind the drying of the</p><p>wells and the wilting of the Yggdrasil.</p><p>To help the Party get started, King Leolis will give them 2500 Joss,</p><p>which the Party can make use of to equip themselves properly. In order</p><p>to receive this sum, however, they must first slay the nearby monsters.</p><p>From here onwards, it will be up to the GM to use the information below to</p><p>guide and pit the Player Characters against the world of Red Giant.</p><p>l You may follow the Map shown on the next page in order to label and</p><p>create your Hexes, or create your own.</p><p>l Make sure to read over the scenario and create any NPCs you want to</p><p>interact with the Characters ahead of time.</p><p>l Make sure to plan events before playing with your friends, but keep</p><p>them loose and malleable in order to better flow with the Player</p><p>Characters' choices.</p><p>l Choose a handful of Monsters, Creatures, and Horrors from the list to</p><p>populate these lands with and introduce them whenever appropriate.</p><p>l Make sure that everyone (including you!) is having fun.</p><p>55 Location 1: Leolis</p><p>A crumbling and familiar town that has suffered famine, droughts, and</p><p>the invasion of monsters, Leolis is a dreary place with danger lurking at</p><p>every turn. Regardless, the local people have their faith and remain in their</p><p>boarded up homes, hoping to one day return to a relatively peaceful lifestyle</p><p>within these</p><p>cursed lands.</p><p>u106</p><p>55 Location 2: Alune</p><p>A simple town that rests in the mountains above Leolis, Alune consists of</p><p>many stone buildings that have been built by common people and roads</p><p>made of dirt and stone.</p><p>Alune is a relatively peaceful town with no looming threats, allowing the</p><p>inhabitants to experience a feeling of serenity rarely found throughout the</p><p>world. The town has many shops, churches, and even taverns to relax at,</p><p>although the prices for everything here are increased due to living on the</p><p>mountain.</p><p>Upon talking to the locals here, the Party may find that several of them</p><p>have recently seen some kind of fireball crash into the Yggdrasil.</p><p>a</p><p>1</p><p>4 2</p><p>65</p><p>3</p><p>j</p><p>u</p><p>4vi. scenarios</p><p>107</p><p>55 Location 3: Orepaw</p><p>A small town built into the base of the mountain, Orepaw and Alune share</p><p>a trade route through the winding and steep cliffs of this shared mountain.</p><p>The town is home to many talented blacksmiths: Characters will have no</p><p>problem finding items and weapons within this dirty, yet quaint town.</p><p>Upon entering the gate, the Party will notice that the wells seem to be</p><p>dry here as well, and the locals are concerned over the lack of available</p><p>water as many consider relocating to Alune or neighboring towns; a</p><p>fountain responsible for supplying Orepaw with water just outside of</p><p>the town's walls appears to be densely surrounded by monsters.</p><p>Will the Characters investigate it?</p><p>l THE FOUNTAIN OF SPRING: Through the hillside directly outside</p><p>of Orepaw sits the Fountain of Spring, a fountain which supplies the</p><p>neighboring towns with fresh water directly from the Yggdrasil tree.</p><p>A hoard of Deem can be seen stalking around the dried up fountain.</p><p>Characters approaching the fountain will find a massive pit of bones</p><p>in place of the fresh spring water, presumingly the bones of those who</p><p>came to the fountain before them. If they manage to defeat the horde</p><p>of monsters and clear the fountain of bones, a small trickle of water</p><p>will begin to flow again but not enough to provide the nearby towns</p><p>with the water they still need.</p><p>55 Location 4: Petra</p><p>Petra is a large subterranean town and home to the Fountain of Fall.</p><p>The entrance to Petra is a large gate that leads down through a cave and</p><p>opens up into a massive cavern lit by torches.</p><p>Upon entering the town, the Party will discover that it has been aban-</p><p>doned and the fountain has been destroyed. What happened here?</p><p>l THE FOUNTAIN OF FALL: A massive fountain that now exists in a</p><p>state of disrepair within the cavern town of Petra. The fountain seems</p><p>to have been destroyed on purpose with a black liquid still leaking out</p><p>from the rubble. Why did the people here destroy the fountain?</p><p>u108</p><p>55 Location 5: Hail</p><p>Less of a town and more of a small settlement along the road, Hail is a place</p><p>littered in tents, debris, sick people, and criminal activity.</p><p>Hail is a disgusting pile of land, but may prove worthy of a visit if low</p><p>on supplies. It is the last stop before the Party reaches the Yggdrasil tree,</p><p>so they should make sure they have everything they need.</p><p>55 Location 6: Entrance to the Roots</p><p>Upon reaching the steps to the Yggdrasil, the Party may begin their ascension</p><p>through the trunk and into the branches of the tree.</p><p>Upon arriving at the entrance, the Party sees that the tree is decaying</p><p>and weak, much like their very town of Leolis. They should prepare</p><p>themselves, as many dangers lurk within the tree.</p><p>l TRUNK OF THE TREE: Once they enter the Yggdrasil, Characters</p><p>can smell the faint scent of smoke and, as they gaze up the endless and</p><p>winding staircase, they can see smoke obscuring the branches from</p><p>sight. Creatures and monsters seem to be excited and many of them</p><p>traverse the halls and staircases looking for their next victims.</p><p>l HORIZON: Towards the top of the tree, just before the massive clouds</p><p>of smoke, lies a town that has been built into the tree itself.</p><p>As the Party approaches the town through the swathes of monsters,</p><p>they notice that much like Leolis, the town has been overrun: there are</p><p>many structures on fire and many dead within the streets.</p><p>Maybe there are survivors?</p><p>l BRANCHES OF YGGDRASIL: To get to the branches of this tree,</p><p>the Characters must travel through clouds of smoke and intense heat</p><p>formed from the burning tree. Among the branches are monsters and a</p><p>Horror behind the cause of the drying wells.</p><p>k</p><p>u</p><p>4vi. scenarios</p><p>109</p><p>THE UNCLEAN</p><p>STR: 8 Defense: 3 Accuracy Check:</p><p>RFX: 6 Health: 65 RFX + MND</p><p>MND: 8 Spirit: 20 Damage Check:</p><p>CHA: 4 Sanity: 14 STR + RFX</p><p>Special: Visual Flame</p><p>The Unclean is capable of casting fire spells from its</p><p>eyes with a range of 40ft.</p><p>Presenting the Unclean:</p><p>"As you criss-cross through the flames, smoke, and monsters, you</p><p>come to the sound of rushing water pouring from the heavens.</p><p>In front of you is a massive being that seems to be composed of</p><p>some sort of black oil, soaking in the fountain and clogging its path</p><p>to the towns below. As you think back, you realize this creature</p><p>must have been behind the fireball seen by the people in Alune.</p><p>The being notices you and large eyes slide out from the</p><p>interior of its oily body: they begin to glow and a beak ruptures</p><p>from the sludge. It screams, and the final fight begins."</p><p>u</p><p>u110</p><p>a</p><p>u</p><p>Ice Over Bittersweet Nightshade</p><p>The following Scenario is designed to provide a map, a location and a loose</p><p>plot that can be used to craft your own game of Red Giant.</p><p>Feel free to change or modify the elements of this Scenario as you wish.</p><p>55 Overture</p><p>The scenario begins within The Veil, a large city protected by several Maidens</p><p>which are thought to ensure the survival of their people.</p><p>Recently, these people of The Veil have come to suffer from an unknown pla-</p><p>gue which slowly corrodes the mind and turns the skin a pale blue. Victims</p><p>of this plague have been noted to have icy skin and act irrationally until their</p><p>inevitable demise.</p><p>The people of The Veil have become hopeless but a cure has been found in the</p><p>form of a plant called Nightshade, which only grows in the Sun’s Iris region</p><p>of High Country.</p><p>Families of those afflicted have set bounties on the retrieval of this plant and</p><p>the kingdom within the veil have promised to reward those who are able to</p><p>bring back large supplies with small fortunes, ensuring an early retirement</p><p>from venturing into the scorched and twisted lands outside of The Veil.</p><p>f</p><p>u</p><p>4vi. scenarios</p><p>111</p><p>55 Hook</p><p>As soon as your Party begins the game, produce a bounty or request from the</p><p>kingdom that they may take in order to advance the story. This bounty may</p><p>come in the form of an announcement within the city square or a simple</p><p>request from an old woman who wishes to see her son return to health: the</p><p>choice is ultimately yours.</p><p>The Veil is a large place filled with many vendors, services, and people</p><p>of all kinds. Though this is a time of plague, not all of these services</p><p>and shops may be available within the Veil. Regardless, each Player</p><p>Character should make the most of their time within The Veil before</p><p>setting off, as this may very well be the last time they encounter any</p><p>form of civilization.</p><p>From here onwards, it will be up to the GM to use the information below to</p><p>guide and pit the Player Characters against the world of Red Giant.</p><p>l You may follow the Map shown on the next page in order to label and</p><p>create your Hexes, or create your own.</p><p>l Make sure to read over the scenario and create any NPCs you want to</p><p>interact with the Characters ahead of time.</p><p>l Make sure to plan events before playing with your friends, but keep</p><p>them loose and malleable in order to better flow with the Player</p><p>Characters' choices.</p><p>l Choose a handful of Monsters, Creatures, and Horrors from the list to</p><p>populate these lands with and introduce them whenever appropriate.</p><p>l Make sure that everyone (including you!) is having fun.</p><p>u112</p><p>55 Location 1: The Veil</p><p>One of the last strongholds and source of refuge for Humans in the cursed</p><p>world, The Veil is a massive city surrounded by</p><p>The Maidens. These mystical</p><p>statues protect the kingdom and city with their holy auras.</p><p>The Veil is a one-stop-shop for almost anything you may need to venture</p><p>forth into the world.</p><p>55 Location 2: Lowlands</p><p>Home to The Veil and at one point a great hub for trade and commerce, the</p><p>Lowlands are now a dangerous but common place for travelers and adven-</p><p>turers to tread in groups. The Lowlands are an area of rolling hills and large</p><p>trees directly outside of The Veil, which still have an essence of beauty even</p><p>underneath the cursed sky.</p><p>a</p><p>1</p><p>4</p><p>2</p><p>6 5</p><p>3</p><p>78</p><p>a</p><p>u</p><p>4vi. scenarios</p><p>113</p><p>55 Location 3: The Red Plains</p><p>Just outside of The Lowlands is a large and beautiful field of red roses which</p><p>adorn the plains. A strange pollen hangs in the air graciously yet menacingly.</p><p>Few travelers make their way to the Red Plains due to the influx of Monsters</p><p>that gather here. Many stories speak of a Horror made of flesh which traver-</p><p>ses these plains: travel with extreme caution.</p><p>l THE FOUNTAIN OF SPRING: Through the hil</p><p>55 Location 4: Labyri</p><p>Just beyond the Red Plains is a large labyrinthian structure covered in dirt</p><p>and plant life that seemingly emerged from the ground itself at some point</p><p>in the past.</p><p>Rumor has it that Labyri was an old stronghold created by an ancient race to</p><p>conceal their most valued secrets. Those who have ventured into its walls tell</p><p>stories of many treasures and just as many traps.</p><p>If they wish, the Party may journey within Labyri.</p><p>55 Location 5: The Dredge</p><p>Just after Labyri and before reaching High Country, the Party will come to</p><p>The Dredge; a large and dark ravine with steps leading down one side and</p><p>up the other. In order to enter High Country, one must plunge themselves</p><p>into the dark crevice with hope that they have the strength to emerge on the</p><p>other side. Just before the steps that lead into darkness is a small settlement</p><p>known as Dreg.</p><p>l DREG: Dreg is a small and roguish settlement composed of those who</p><p>have lost the will to keep traveling and those who have become too</p><p>sick to continue traveling. The structures here are in disrepair and have</p><p>been sloppily patched with mud to keep the cold wind and rain outside.</p><p>There are not many supplies to be found in Dreg but it may be worth</p><p>bartering with the locals for whatever you may seek.</p><p>u114</p><p>55 Location 6: High Country</p><p>At long last, the end of the Party's journey will be in sight: a large plateau</p><p>that sits high atop the western region is home to what has become known as</p><p>High Country. It is a place devoid of most flora and fauna found in other re-</p><p>gions of the world; famously home to the mysterious beings known as the 13</p><p>Kings, High Country has been known to attract some of the most dangerous</p><p>Creatures and Monsters ever to set foot on the planet.</p><p>The sun here is strong enough to turn someone into a Bleached, unless they</p><p>travel with the proper coverings.</p><p>l HALL OF THE KINGS: A mesa within the High Country that has been</p><p>excavated and transformed into a large tomb. On the outside of this</p><p>tomb are symbols engraved with gold and two large doors that seem</p><p>to have swung open with tremendous force, knocking them off their</p><p>hinges. Inside this tomb is the Hall of the Kings, a vast corridor with 13</p><p>different massive doors assumed to be the former home of the 13 Kings.</p><p>Legend tells of spirits and treasures that still remain within the confines</p><p>of these walls, but no one has ever been seen alive after entering the</p><p>Hall of the Kings. If they wish, the Party may journey within it.</p><p>55 Location 7: High Country</p><p>Just beyond the Hall of the Kings lies a destroyed kingdom that spans the</p><p>width of the plateau of High Country, thought to be that of God himself.</p><p>The kingdom now lays in ruins and is teeming with Monsters, making</p><p>it a perilous place to explore. Unfortunately, if they wish to travel to</p><p>their final destination, the Party must go through God’s Valley and</p><p>steel themselves for the trouble within its walls.</p><p>55 Location 8: Sun's Iris</p><p>The highest peak of the continent, where one is closest to both the sun and</p><p>the moon. From among this peak the Party is able to see the world they have</p><p>conquered, sit and rest among the Nightshade that grows here in droves.</p><p>They have finally arrived and will be able to cure many people of the plague</p><p>that ravages the folks back home in The Veil.</p><p>b</p><p>u</p><p>4vi. scenarios</p><p>115</p><p>THE FALSE GOD</p><p>STR: 6 Defense: 4 Accuracy Check:</p><p>RFX: 8 Health: 50 RFX + MND</p><p>MND: 8 Spirit: ??? Damage Check:</p><p>CHA: 6 Sanity: 16 STR + RFX</p><p>Special: Summoning</p><p>The False god does not attack others during Combat, instead</p><p>summoning a random Monster or Creature from thin air to fight</p><p>in its stead. The False God is capable of summoning a new Monster</p><p>as soon as the previous summon has been defeated.</p><p>This Special can be activated even on others' turns.</p><p>Presenting the False God:</p><p>"As you venture through the ruins of God’s Valley, you are</p><p>suddenly blinded by a being that hovers effortlessly over a pristine</p><p>shrine located within the center of the decrepit kingdom.</p><p>As your eyes adjust to the piercing light, you are able to identify</p><p>a figure with 8 arms, each in a different position, with a rotating</p><p>pyramid for its head. The body of this being seems to be composed</p><p>of marble, while the “head” seems to be composed of solid gold.</p><p>It calls out to you and demands you leave this place, but you have</p><p>come too far now... prepare yourselves for The False God."</p><p>u</p><p>Thoughts & Notes:</p><p>Thoughts & Notes:</p><p>You may also download this sheet from www.rookiejet.com</p><p>Further Despair:</p><p>WEBSITE</p><p>www.rookiejet.com</p><p>DISCORD</p><p>https://discord.com/invite/g2ZhXMJ</p><p>REDDIT</p><p>https://www.reddit.com/r/Redgiantrpg/</p><p>TWITTER</p><p>@RookieJetStudio</p><p>No one knows how the Red Giant came to be: some people believe it</p><p>was an act of god, some believe it was due to ancient technology, but no</p><p>matter how this planet became cursed, it is clear that</p><p>you cannot save this world.</p><p>RED GIANT is a rules-light tabletop role-playing game designed for</p><p>people familiar with series like Berserk, Claymore, Vampire Hunter D,</p><p>and more.</p><p>RED GIANT aims to recreate the various themes, dynamics, and sce-</p><p>narios seen in these types of media – all you need is this book, paper,</p><p>pencils, dice, and some friends to get started.</p><p>This book comes packed with beginner-friendly example, rules, tips,</p><p>and an entire bestiary waiting to be encountered.</p><p>for more: rookiejet.com</p><p>CONTENTS</p><p>INTRODUCTION</p><p>CHARACTERS</p><p>Attributes</p><p>Archetypes</p><p>Exchanges</p><p>Character Advancement</p><p>PLAYING THE GAME</p><p>Stats and Checks</p><p>Combat</p><p>Survival</p><p>Items & More</p><p>Keeping the Calendar</p><p>Creating the Map</p><p>OF MAGIC & CURSES</p><p>Speech Magic</p><p>Staves</p><p>Orbs</p><p>Curses</p><p>BESTIARIUM</p><p>Creatures & Monsters</p><p>Horrors</p><p>SCENARIOS</p><p>Dryspell</p><p>Ice Over Bittersweet Nightshade</p><p>and any other bits of information that can make your Character stand out so</p><p>that the other Players and the GM have a clear image of who your Character</p><p>is and what they stand for.</p><p>55 1. Choosing Stats</p><p>Player Characters have four basic stats:</p><p>l STRENGTH (STR): Used for Checks requiring physical power, such as</p><p>throwing and lifting.</p><p>l REFLEX (RFX): Used for Checks requiring grace, speed, and poise, like</p><p>dodging, climbing, sneaking, balancing, etc.</p><p>l MIND (MND): Used for Checks requiring concentration and precision,</p><p>such as Solving puzzles, seeing through illusions, tinkering with machi-</p><p>nery, picking pockets, etc.</p><p>l CHARM (CHA): Used for Checks to persuade, deceive, interrogate,</p><p>intimidate, charm, provoke, etc.</p><p>c</p><p>u</p><p>4ii. characters</p><p>13</p><p>To begin creating your Character select one of the following sets of numbers,</p><p>record those values on your Character Sheet by taking each value from the</p><p>set and placing each one into the desired stats. These values will determine</p><p>the size of the dice you roll for a Check.</p><p>l AVERAGE: 6, 8, 8, 8</p><p>l FOCUSED: 6, 6, 8, 10</p><p>l SPECIALTY: 4, 8, 8, 10</p><p>l HYPER FOCUSED: 4, 6, 10, 10</p><p>A Character also has three more special stats:</p><p>l HEALTH</p><p>l SPIRIT</p><p>l SANITY</p><p>These stats are determined by the Archetype you will choose for your Cha-</p><p>racter later on during this process.</p><p>55 2. Money and Items</p><p>Each Player Character starts the game with 40 Joss (money) and has a num-</p><p>ber of item slots equal to 4+ their Strength.</p><p>Item slots determine the amount of items you may carry at any given time; a</p><p>PC cannot carry more items than they have item slots.</p><p>l Most items, including books, potions, a day’s rations, light weapons,</p><p>tools and so on have a Size of 1 and thus take up 1 slot, but particularly</p><p>heavy or bulky items like armor or medium to heavy weapons may take</p><p>up more slots depending on their Size</p><p>l Groups of small, identical items may be bundled into the same slot, at</p><p>the GM's discretion.</p><p>l Joss does not carry weight.</p><p>Each newly created Player Character starts with 2 days of rations and one</p><p>weapon of their choice (p. 44).</p><p>u14</p><p>55 3. Roll or Choose Attributes</p><p>Attributes determine four major things about your Character: their Persona-</p><p>lity, Flaws, Past and Misfortune. In order to determine these Attributes roll</p><p>1d20 on the tables below, choose your own, or feel free to create your own.</p><p>PERSONALITY</p><p>The Characteristics and</p><p>qualities that make up</p><p>your Player Character.</p><p>1. Ambitious</p><p>2. Courageous</p><p>3. Courteous</p><p>4. Cautious</p><p>5. Disciplined</p><p>6. Focused</p><p>7. Generous</p><p>8. Gregarious</p><p>9. Honest</p><p>10. Honorable</p><p>11. Humble</p><p>12. Idealistic</p><p>13. Just</p><p>14. Loyal</p><p>15. Merciful</p><p>16. Paranoid</p><p>17. Righteous</p><p>18. Serene</p><p>19. Stoic</p><p>20. Tolerant</p><p>FLAW</p><p>The main flaw or</p><p>weakness of your</p><p>Player Character.</p><p>1. Aggressive</p><p>2. Arrogant</p><p>3. Bitter</p><p>4. Cowardly</p><p>5. Cruel</p><p>6. Deceitful</p><p>7. Flippant</p><p>8. Gluttonous</p><p>9. Greedy</p><p>10. Irascible</p><p>11. Lazy</p><p>12. Nervous</p><p>13. Prejudiced</p><p>14. Reckless</p><p>15. Rude</p><p>16. Suspicious</p><p>17. Vain</p><p>18. Vengeful</p><p>19. Wasteful</p><p>20. Whiny</p><p>d</p><p>u</p><p>4ii. characters</p><p>15</p><p>PAST</p><p>The previous career or</p><p>life path of your</p><p>Player Character.</p><p>1. Beggar</p><p>2. Butcher</p><p>3. Carpenter</p><p>4. Cook</p><p>5. Criminal</p><p>6. Cultist</p><p>7. Entertainer</p><p>8. Farmer</p><p>9. Fisherman</p><p>10. Guard</p><p>11. Hunter</p><p>12. Mercenary</p><p>13. Merchant</p><p>14. Murderer</p><p>15. Pickpocket</p><p>16. Priest</p><p>17. Prisoner</p><p>18. Sailor</p><p>19. Smuggler</p><p>20. Wanderer</p><p>MISFORTUNE</p><p>Something terrible or unjust</p><p>that befell your Player Cha-</p><p>racter or affects them now.</p><p>1. Accused</p><p>2. Addicted</p><p>3. Blackmailed</p><p>4. Demoted</p><p>5. Deserted</p><p>6. Disowned</p><p>7. Exiled</p><p>8. Framed</p><p>9. Haunted</p><p>10. Hunted</p><p>11. Kidnapped</p><p>12. Mutilated</p><p>13. Owned</p><p>14. Poor</p><p>15. Pursued</p><p>16. Rejected</p><p>17. Replaced</p><p>18. Robbed</p><p>19. Survived</p><p>20. Suspected</p><p>55 4. Roll or Choose an Archetype</p><p>Choose one of the Archetypes from the list on the following pages (or roll</p><p>a d10 to decide) and record the corresponding Health, Spirit and Sanity on</p><p>your Character Sheet. You also obtain the first Skill of your Archetype.</p><p>u16</p><p>I</p><p>THE</p><p>VAGABOND</p><p>Health: 22</p><p>Spirit: 8</p><p>Sanity: 10</p><p>Archetype</p><p>Skills</p><p>1. Once per day you may</p><p>add +1 to any Check.</p><p>2. You are now able to</p><p>always get a full night's</p><p>rest in half the normal</p><p>time.</p><p>3. Once per day you may</p><p>add +1 to any Checks</p><p>involving CHA (can</p><p>be combined with the</p><p>bonus from the first</p><p>Skill).</p><p>4</p><p>4</p><p>II</p><p>THE</p><p>HUNTER</p><p>Health: 24</p><p>Spirit: 6</p><p>Sanity: 10</p><p>Archetype</p><p>Skills</p><p>1. Once per day you may</p><p>find 1d4 rations regard-</p><p>less of your location.</p><p>2. You are able to precisely</p><p>locate wild animals in</p><p>the area.</p><p>3. As long as you damage</p><p>a target once, you are</p><p>able to track its scent.</p><p>4</p><p>4</p><p>e</p><p>u</p><p>4ii. characters</p><p>17</p><p>III</p><p>THE</p><p>SLAYER</p><p>Health: 24</p><p>Spirit: 8</p><p>Sanity: 8</p><p>Archetype</p><p>Skills</p><p>1. Once per day you are</p><p>able to tell if there are</p><p>enemies near you and</p><p>approximately how far</p><p>away they are.</p><p>2. Once per day you may</p><p>recover +1 Sanity.</p><p>3. You deal +1 damage</p><p>when fighting against</p><p>Creatures, Monsters, or</p><p>Horrors.</p><p>4</p><p>4</p><p>IV</p><p>THE</p><p>SORCERER</p><p>Health: 20</p><p>Spirit: 12</p><p>Sanity: 8</p><p>Archetype</p><p>Skills</p><p>1. You begin with a Staff</p><p>of Barrier (p. 60).</p><p>2. Once per day you may</p><p>cast the same spell pro-</p><p>duced by a Crimson</p><p>Orb (p. 61).</p><p>3. You deal +1 damage</p><p>with any offensive</p><p>Magic.</p><p>4</p><p>4</p><p>u18</p><p>V</p><p>THE</p><p>AEGIS</p><p>Health: 24</p><p>Spirit: 8</p><p>Sanity: 8</p><p>Archetype</p><p>Skills</p><p>1. Once per day you are</p><p>able to magically heal</p><p>a person other than</p><p>yourself. Roll 1d6 to de-</p><p>termine Health gained.</p><p>2. You restore +1 Health</p><p>with all healing items</p><p>and magical effects.</p><p>3. Once per day you are</p><p>able to nullify an attack</p><p>that would otherwise</p><p>kill this Character.</p><p>4</p><p>4</p><p>VI</p><p>THE</p><p>HIDDEN</p><p>Health: 20</p><p>Spirit: 10</p><p>Sanity: 10</p><p>Archetype</p><p>Skills</p><p>1. Once per day you are</p><p>able to vanish into the</p><p>shadows for 15 seconds</p><p>and cannot be seen by</p><p>any person or creature</p><p>during this time.</p><p>2. You gain +1 to all</p><p>Checks involving</p><p>stealth.</p><p>3. Once per day you are</p><p>able to gracefully open</p><p>any lock.</p><p>4</p><p>4</p><p>u</p><p>4ii. characters</p><p>19</p><p>VII</p><p>THE</p><p>HAUNTED</p><p>Health: 24</p><p>Spirit: 6</p><p>Sanity: 10</p><p>Archetype</p><p>Skills</p><p>1. You begin with an</p><p>additional exchange</p><p>(p. 21).</p><p>2. Once per day you may</p><p>know the exact location</p><p>of the closest Horror.</p><p>3. You gain +1 to all</p><p>Checks when dealing</p><p>with a Horror.</p><p>4</p><p>4</p><p>VIII</p><p>THE</p><p>SPEAKER</p><p>Health: 22</p><p>Spirit: 10</p><p>Sanity: 8</p><p>Archetype</p><p>Skills</p><p>1. You begin with the</p><p>keywords “Cube” and</p><p>“Shock” from the</p><p>Speech Magic category</p><p>(p. 58).</p><p>2. Once per day you may</p><p>speak to the fauna and</p><p>flora of the world for 1</p><p>minute.</p><p>3. You may now apply the</p><p>keyword “Lesser” to</p><p>your spells through the</p><p>Speech Magic category</p><p>(p. 59).</p><p>4</p><p>4</p><p>u20</p><p>IX</p><p>THE</p><p>SIREN</p><p>Health: 20</p><p>Spirit: 10</p><p>Sanity: 10</p><p>Archetype</p><p>Skills</p><p>1. Once per day you are</p><p>able to sing a song whi-</p><p>ch temporarily changes</p><p>the weather to be favo-</p><p>rable for the Party.</p><p>2. You gain +1 to any</p><p>Checks involving MND.</p><p>3. Once per day you are</p><p>able to sing a song</p><p>which boosts the mood</p><p>of those around you,</p><p>restoring 1d4 Sanity to</p><p>all Party members.</p><p>4</p><p>4</p><p>X</p><p>THE</p><p>TRAVELER</p><p>Health: 20</p><p>Spirit: 8</p><p>Sanity: 12</p><p>Archetype</p><p>Skills</p><p>1. When traveling, you</p><p>no longer require a Map</p><p>to navigate correctly.</p><p>2. You are able to correctly</p><p>navigate in any kind of</p><p>weather.</p><p>3. You gain +1 to all</p><p>Checks involving</p><p>travel or navigation.</p><p>4</p><p>4</p><p>g</p><p>u</p><p>4ii. characters</p><p>21</p><p>55 5. Take One to Three Exchanges</p><p>In Red Giant, an Exchange is truly an exchange of power, something sweet</p><p>in exchange for something bitter.</p><p>Each Player must take at least one exchange for their Player Character, but</p><p>no greater than three; Exchanges can also be earned thematically over the</p><p>course of a Red Giant campaign.</p><p>Starting Exchanges can be written into your Character's backstory and offer</p><p>great inspiration to begin designing the foundation of your Character.</p><p>You are also encouraged to create your own Exchange. Doing so is quite sim-</p><p>ple: create one positive effect you would like your Character to have, then fol-</p><p>low it up with something negative that is equal or better than the positive.</p><p>Exchanges must be approved by the Game Master in order to play with them</p><p>at the</p><p>table.</p><p>ALCHEMIST</p><p>You can transform size 1 objects into other size 1 objects,</p><p>as long as the materials are compatible.</p><p>HOWEVER.</p><p>Each time this ability is used,</p><p>you lose 1d4 Health.</p><p>ALL SEEING</p><p>You can immediately tell when someone is lying.</p><p>HOWEVER.</p><p>Due to your eyes, you may only spend 3 hours in the direct sun</p><p>per day or you become a Bleached (p. 71).</p><p>u22</p><p>BERSERKER</p><p>You no longer become unconscious when your Health reaches 0 or</p><p>below. Additionally, your Health must reach -6 before your</p><p>Character is considered dead.</p><p>HOWEVER.</p><p>When your Health reaches 0 or below, you go into a frenzy.</p><p>Each turn you must attack and flip a coin: if the result is heads,</p><p>you attack the target; if the result is tails, you instead</p><p>lose 1d4 Health.</p><p>BLESSING OF LABOR</p><p>Once per day you are able to find work; the work you find</p><p>may or may not be satisfying.</p><p>HOWEVER.</p><p>Something always goes wrong during the job.</p><p>BLOOD PACT</p><p>You can summon a small 1 ft devil that is capable of moving small</p><p>items, providing reconnaissance, gathering gossip, and anything else</p><p>a small devil could do for 1 minute at a time.</p><p>HOWEVER.</p><p>Whenever the devil is summoned you lose 1d4 Health.</p><p>h</p><p>u</p><p>4ii. characters</p><p>23</p><p>BONE WITCH</p><p>You gain 12 mystical bones. You may toss one bone and make a simple</p><p>wish (like rations, clear weather, healed wounds, safe passage, etc.) to</p><p>be fulfilled by supernatural forces.</p><p>HOWEVER.</p><p>Each wish fulfilled this way causes a bone to break in your own body.</p><p>This begins with a finger, and slowly works up to more debilitating</p><p>breaks until the final bone is tossed and your neck snaps.</p><p>CHILD OF BEELZEBUB</p><p>You gain a jar of flies. Upon consuming them, you become</p><p>temporarily invisible to Horrors for 1d4 minutes. The jar can be</p><p>refilled with ordinary flies.</p><p>HOWEVER.</p><p>Upon exiting the invisibility state you suffer a</p><p>random Curse (p. 62).</p><p>a</p><p>u24</p><p>DOMINANCE</p><p>Once per day you are able to use the Special of an enemy you</p><p>are engaged in Combat with.</p><p>HOWEVER.</p><p>Each time you use an enemy's Special, your Sanity is reduced to 1.</p><p>FIRESTARTER</p><p>You can create a 3 ft tall flame from thin air that can be</p><p>used in a myriad of ways.</p><p>HOWEVER.</p><p>When entering an area with people and buildings, you are compelled</p><p>to commit arson.</p><p>FLEETING</p><p>You gain +1 to any Checks involving dodging or running.</p><p>HOWEVER.</p><p>If you currently have less than half of your current Health total you</p><p>gain -1 to any Checks involving dodging or running.</p><p>CROW KEEPER</p><p>A flock of crows abide by your will and will follow</p><p>your every command.</p><p>HOWEVER.</p><p>You are indefinitely blind.</p><p>i</p><p>u</p><p>4ii. characters</p><p>25</p><p>FOOL</p><p>You gain +8 temporary Sanity until lost; Sanity gained through this</p><p>Exchange cannot be recovered.</p><p>HOWEVER.</p><p>You must make a Check with Disadvantage once per day.</p><p>FORTUNATE LOOTER</p><p>After each battle you are guaranteed to find a weapon that correlates</p><p>to your current weapon type.</p><p>HOWEVER.</p><p>The weapon is Cursed.</p><p>FLICKER SOULED</p><p>Once per day you can teleport any distance within sight.</p><p>HOWEVER.</p><p>With each use, you lose 1d4 Health and roll a d20: if you</p><p>roll a 1, you are permanently trapped in another plane of existence.</p><p>GHOST ARMOR</p><p>You gain +3 Defense and are able to speak to spirits.</p><p>HOWEVER.</p><p>Over time you begin to lose your form and become a ghost. Once you</p><p>fully transition to a ghost, your Character is dead.</p><p>u26</p><p>HELL ARMOR</p><p>You gain +3 Defense and fire no longer affects you.</p><p>HOWEVER.</p><p>Over time you begin to transform into an Amon. Once you fully</p><p>transition into an Amon, your Character is dead.</p><p>HELL PACT</p><p>You have access to 3 unique coins which can be given away to bribe</p><p>creatures into doing almost any task you set forth.</p><p>HOWEVER.</p><p>Upon spending a coin you lose 1d4 Sanity; upon spending all of</p><p>these coins you become Cursed.</p><p>GOD-FEARING</p><p>You regain +3 Sanity upon entering an area where Maidens or any</p><p>holy symbols are located.</p><p>HOWEVER.</p><p>You lose an extra 1d4 Sanity upon any encounter when the</p><p>Sanity rating is 11+.</p><p>GOD HANDED</p><p>You can only use this once, ever. The target Creature or Horror is</p><p>banished by the swipe of your hand and is immediately destroyed.</p><p>HOWEVER.</p><p>One random Party member is immediately sacrificed and destroyed.</p><p>j</p><p>u</p><p>4ii. characters</p><p>27</p><p>HERETIC</p><p>You lose no Sanity on encounters when the Sanity rating is 14+.</p><p>HOWEVER.</p><p>Mysterious forces prevent you from entering areas where Maidens</p><p>or any holy symbols are located.</p><p>KING OF MISFORTUNE</p><p>Once per day you may add +2 to any Check you make.</p><p>HOWEVER.</p><p>All Checks you make otherwise have -1 to their totals.</p><p>LOATHING PRINCE</p><p>You are royalty or a person known to many due to your lineage; you</p><p>are considered to be an important figure.</p><p>HOWEVER.</p><p>You have a pact with an evil spirit that only makes people believe you</p><p>are royalty or important in exchange for one evil act per day; if you</p><p>fail to perform one evil act per day you lose this Exchange.</p><p>MASTER CLIMBER</p><p>You gain +1 to any Checks involving climbing or hanging.</p><p>HOWEVER.</p><p>If you currently have less than half of your current Health total, you</p><p>gain -1 to any Checks involving climbing or hanging.</p><p>u28</p><p>MOON KISSED</p><p>At night you gain Advantage on all Checks.</p><p>HOWEVER.</p><p>During the day you gain Disadvantage on all Checks.</p><p>MASTER THIEF</p><p>You gain +1 to any Checks involving stealing or picking locks.</p><p>HOWEVER.</p><p>If you currently have less than half of your current Health total, you</p><p>gain -1 to any Checks involving stealing or picking locks.</p><p>METAMORPHOSIS</p><p>You are able to become a monstrous beast that gains +2 to all Checks</p><p>and is able to fly freely. You can transform at will.</p><p>HOWEVER.</p><p>When you transform, you lose 1d4 Sanity. If you transform four</p><p>times you permanently become this creature and lose your mind in</p><p>the process, attacking anything and everything around you,</p><p>including party members.</p><p>MIST SEER</p><p>Once a day you may see one thing that may happen in the next hour.</p><p>HOWEVER.</p><p>With each use, you age by 5 years.</p><p>k</p><p>u</p><p>4ii. characters</p><p>29</p><p>MYSTIC</p><p>Once per day you may heal another Character other than yourself</p><p>through a mysterious white light in your hand. Roll 1d4 to determine</p><p>the Health gained this way.</p><p>HOWEVER.</p><p>Monsters and Horrors are attracted to the location of</p><p>the healing light.</p><p>NATURAL LEADER</p><p>When you have 4 or more party members, you gain +1 to all Checks.</p><p>HOWEVER.</p><p>When you have less than 4 party members, you suffer -1 to all Checks.</p><p>PACK RAT</p><p>Double the total of your current item slots.</p><p>HOWEVER.</p><p>You have Disadvantage on all acrobatic feats.</p><p>RAPID HEALING</p><p>You naturally heal 1d6 Health at the start of each day.</p><p>HOWEVER.</p><p>Whenever you begin the day with less than full Health, your body</p><p>becomes slightly deformed upon Healing through this Exchange.</p><p>u30</p><p>SCARRED BODY</p><p>You are able to easily intimidate most people with no Check required.</p><p>HOWEVER.</p><p>You are considered suspicious or criminal by everyone.</p><p>SECRET OF THE FROST</p><p>You gain Speech magic; you gain access to the</p><p>Pillar and Ice keywords immediately.</p><p>HOWEVER.</p><p>Each time you use Speech Magic you lose 2 Sanity.</p><p>SURVIVALIST</p><p>You are able to survive from half the normal amount of daily rations.</p><p>HOWEVER.</p><p>You are always paranoid.a</p><p>f</p><p>u</p><p>4ii. characters</p><p>31</p><p>SWORD COLLECTOR</p><p>For each sword you currently carry, add +1 to your damage rolls.</p><p>HOWEVER.</p><p>Each sword after your first is Cursed in some manner.</p><p>SYMBOL SOAKED</p><p>You can read any and all languages and speak them as well.</p><p>HOWEVER.</p><p>The symbols dance in your head: you can never get a full rest.</p><p>TONGUE OF FLAME</p><p>You gain Speech magic; you gain access to the</p><p>Cone and Fire keywords immediately.</p><p>HOWEVER.</p><p>Each time you use Speech Magic you lose 2 Sanity.</p><p>UNCHAINED</p><p>Once per day you may add 1d4 damage to all the attacks</p><p>you make during a Combat.</p><p>HOWEVER.</p><p>Upon entering an area with people you must roll 1d20: if you roll a 1</p><p>you go into a killing frenzy for 1d10 minutes.</p><p>u32</p><p>VAMPIRE</p><p>You gain +1 to any Checks involving involving persuasion and decep-</p><p>tion, +1 to any Checks involving RFX, and you gain perfect sight even</p><p>in the darkest environments.</p><p>HOWEVER.</p><p>You now require blood instead of rations and twice the amount.</p><p>Going for 2 days without the required blood will result in paranoia,</p><p>self harm, and violent behavior against anyone and everyone in sight.</p><p>Anytime someone living is bit by a Vampire, they become</p><p>a Vampire as well.</p><p>WEAPONMASTER</p><p>Any weapon you use now requires STR + MND for both</p><p>Accuracy and Damage Checks.</p><p>HOWEVER.</p><p>Any weapon you use has a 50/50 chance to break whenever</p><p>damage is dealt. Flip a coin: if heads the weapon is intact,</p><p>if tails the weapon breaks.</p><p>WEREWOLF</p><p>At night and whenever you see the moon, you may immediately</p><p>transform into a Werewolf and add +5 to the result of any damage</p><p>you deal. You stay transformed through the night but retain your</p><p>memories, instinct, and motives.</p><p>HOWEVER.</p><p>You may only use this four times before permanently becoming a</p><p>Werewolf and losing your mind, effectively killing the Character.</p><p>a</p><p>u</p><p>4ii. characters</p><p>33</p><p>Character Advancement</p><p>Whenever a Character has overcome a challenge or peril, they may level up</p><p>and reap the rewards of becoming stronger.</p><p>When a Character levels up is completely up to the Game Master's discretion;</p><p>Red Giant does not provide exact experience values required to reach the next</p><p>level. This is done so that the Characters can grow in a myriad of ways throu-</p><p>gh survival, anguish, relationships, battle, and more.</p><p>There are two possible benefits for leveling up:</p><p>l DIE STAT UPGRADE: This gives you the option to take one of your</p><p>Stats and “upgrade” that Stat die to the next highest die size (max d12).</p><p>For instance, if you have a MND with a value of 6 , you may increase</p><p>this number to 8 since it’s the next highest die size.</p><p>l ARCHETYPE SKILL UNLOCK: This gives you the option to acquire</p><p>the next Archetype Skill associated with your Archetype.</p><p>You may also opt to play Red Giant with all of the Archetype Skills unlocked</p><p>from the beginning, or by starting your Characters off at higher levels. These</p><p>options are only suggested for those who are already familiar with the game.</p><p>um</p><p>CHARACTER LEVELS</p><p>The table below indicates the rewards earned by</p><p>each Character upon leveling up:</p><p>1. Unlock first Archetype Skill.</p><p>2. Die Stat Upgrade.</p><p>3. Unlock second Archetype Skill.</p><p>4. Die Stat Upgrade.</p><p>5. Unlock third Archetype Skill.</p><p>u34</p><p>u</p><p>4i. introduction</p><p>35</p><p>4</p><p>u</p><p>4u</p><p>PLAYING THE GAME</p><p>iii</p><p>“To venture causes anxiety, but not to venture is to lose one’s self...</p><p>And to venture in the highest is precisely</p><p>to be conscious of one’s self.”</p><p>― Søren Kierkegaard</p><p>u36</p><p>a</p><p>u</p><p>Stats and Checks</p><p>55 Stats</p><p>Each of the four stats are used in different circumstances.</p><p>l STRENGTH (STR): Used for Checks requiring physical power, such as</p><p>throwing and lifting.</p><p>l REFLEX (RFX): Used for Checks requiring grace, speed, and poise, like</p><p>dodging, climbing, sneaking, balancing, etc.</p><p>l MIND (MND): Used for Checks requiring concentration and precision,</p><p>such as Solving puzzles, seeing through illusions, tinkering with machi-</p><p>nery, picking pockets, etc.</p><p>l CHARM (CHA): Used for Checks to persuade, deceive, interrogate,</p><p>intimidate, charm, provoke, etc.</p><p>55 Checks</p><p>If a Character attempts something where the outcome is uncertain and failu-</p><p>re has consequences, they make a “Check”.</p><p>To succeed on a Check, roll the dice associated with the relevant stats and</p><p>meet or exceed a Target Number (see next page), established by the GM.</p><p>Unless otherwise stated, each Check consists of rolling two dice, one for each</p><p>associated stat, and adding the appropriate bonuses if there are any. If the</p><p>Character making the Check has any items, abilities, etc., that affect one of</p><p>these stats, add them after the roll and bonuses.</p><p>b</p><p>u</p><p>4iii. playing the game</p><p>37</p><p>“All human activities are equivalent... and...</p><p>all are on principle doomed to failure.”</p><p>― Jean-Paul Sartre</p><p>55 Competitions</p><p>If a Check is opposed by another PC or NPC, then instead of aiming to meet</p><p>or exceed a Target Number, both sides begin making the appropriate rolls</p><p>and the winner is determined by the highest roll after adding any</p><p>appropriate bonuses to the result of the rolls.</p><p>Example: if a PC is attempting to climb up a wall while a creature attempts</p><p>to attack them, the PC would make a STR + RFX Check versus the creature’s</p><p>STR + RFX, and then both would add the appropriate bonuses (if any).</p><p>These types of Checks are called “Competitions” and you should run into</p><p>them frequently.</p><p>55 Advantage and Disadvantage</p><p>If there are situational factors that make a Check significantly easier or har-</p><p>der, the Game Master may grant the roll Advantage or Disadvantage.</p><p>l If a Check has Advantage, roll the appropriate stats twice and take the</p><p>greater result.</p><p>l If the Check has Disadvantage, roll the appropriate stats twice and take</p><p>the lowest of the two results.</p><p>TARGET NUMBERS</p><p>4. Average 12. Incredibly Challenging</p><p>6. Problematic 16. Almost Impossible</p><p>8. Difficult 20. Miracle</p><p>10. Very Difficult</p><p>u38</p><p>Combat</p><p>Combat in Red Giant takes place as a series of consecutive rounds.</p><p>At the start of each Combat round, determine initiative by rolling a d6.</p><p>l On 1-3, all of the enemies will act first.</p><p>l On 4-6, all of the PCs will act first.</p><p>Reroll initiative each round.</p><p>55 Turns</p><p>On their turn, a Character may move their speed (usually 40 ft unless</p><p>otherwise stated) and take up to one Combat action. This action may be</p><p>casting a spell, making a second movement, making an attack, attempting a</p><p>Feat, or any other action deemed reasonable by the GM.</p><p>55 Attacks, Damage and Health</p><p>Melee weapons can strike adjacent foes, but ranged weapons cannot be used if</p><p>the Character is currently engaged in melee combat.</p><p>To make an attack, roll the stats associated with the weapon’s Accuracy</p><p>Check against the target’s RFX stat. Upon a successful hit you will then roll</p><p>the weapon’s Damage Check against the target’s Defense modifier: any excess</p><p>Damage carries over and subtracts from the target’s Health.</p><p>Note: If a target does not have a Defense modifier, they take damage directly</p><p>to their Health instead.</p><p>When a Character reaches 0 Health, they are unconscious. When they reach</p><p>-1 Health or less, they are dead. Players should roll up a new PC when their</p><p>old one dies, and should rejoin the party as soon as possible.</p><p>When a target or NPC reaches 0 Health, they immediately die.</p><p>c</p><p>u</p><p>4iii. playing the game</p><p>39</p><p>55 Advantage in Combat</p><p>Characters can gain Advantage in Combat by attacking a target that is</p><p>unaware, on lower ground, off balance, disarmed, distracted, or tactically</p><p>disadvantaged in any significant way. Advantage is applied by rolling your</p><p>associated die twice and taking the greater result, the GM, as usual, has the</p><p>final say. Advantage may also be added to Checks or an attempted Feat at the</p><p>GM’s discretion when a Character is in an advantageous position or when</p><p>the Character is more proficient in the task at hand.</p><p>55 Disadvantage in Combat</p><p>The inverse of Advantage, Characters can gain Disadvantage in Combat</p><p>by being attacked while unaware, on lower ground, off balance, disarmed,</p><p>distracted, or tactically disadvantaged in any significant way. Disadvantage is</p><p>applied by rolling your associated die twice and taking the lesser result, the</p><p>GM, as usual, has the final say. Disadvantage may also be added to Checks or</p><p>an attempted Feat at the GM’s discretion when a Character is in an unfavo-</p><p>rable position or when the Character is less proficient in the task at hand.</p><p>55 Feats</p><p>Feats are fantastic Combat maneuvers a Character may perform by explai-</p><p>ning them in detail.</p><p>Feats can be almost anything you can think of, like running up a wall and</p><p>doing a backwards somersault onto the enemy and thrusting your blade</p><p>through their skull or throwing a shield to knock an enemy off their feet.</p><p>Feats are resolved through a Competition Check. They may not cause dama-</p><p>ge directly, but may do so indirectly (for example, pushing an enemy off of</p><p>a ledge). The GM has final say as to what Feats can be attempted in a given</p><p>situation and what</p><p>their effects will be.</p><p>u40</p><p>Survival</p><p>55 Food and Water</p><p>Player Characters must take into consideration time to rest, eat, and drink.</p><p>A Character can go up to 3 days without food or water before they become</p><p>Malnourished.</p><p>l A malnourished Character has their walking speed reduced to 0.</p><p>l They cannot participate in Combat.</p><p>l Their Health is halved until they cure the illness by eating or drinking.</p><p>l If a Character goes 5 days without food or water, they die.</p><p>Player Characters must eat two portions of daily rations in order to stay heal-</p><p>thy. A Character may only need to eat once a day if they have a cooked meal,</p><p>quality meal, or feast.</p><p>If a Character is not eating, drinking, or resting the GM may provide addi-</p><p>tional penalties to the Character as they see fit.</p><p>55 Keeping Watch</p><p>Whenever Characters are sleeping for the night, it is suggested that one Cha-</p><p>racter remains awake to watch over the area and ensure they are all safe.</p><p>Whenever a Character decides to Keep Watch they will remain awake throu-</p><p>gh the night and into the next day. During this time the Party benefits by</p><p>being alert to any and all threats; however, the Character who was Keeping</p><p>Watch suffers Disadvantage on all Checks until they sleep again.</p><p>There may be times where the Party feels comfortable enough to get rest wi-</p><p>thout anyone Keeping Watch and while this is possible, it should be enjoyed</p><p>as a luxury.</p><p>d</p><p>u</p><p>4iii. playing the game</p><p>41</p><p>55 Healing</p><p>After a meal and a full night’s rest, PCs regain 1d6 HP.</p><p>Player Characters may also treat their own wounds using bandages and other</p><p>medical supplies. Once a wound has been treated, the afflicted Character may</p><p>regain 1d4 HP.</p><p>There may be other ways to heal your Characters in your world of Red Giant:</p><p>Are doctors available? Are there potions that can be created to restore Health?</p><p>Are there herbs that can be crushed and eaten to regain your vitality? Maybe</p><p>there is Magic that can help aid the healing process? Feel free to introduce</p><p>other methods of Healing into your game of Red Giant.</p><p>55 Earning Money</p><p>Money or “Joss” (represented by the symbol " J") can be earned in as many</p><p>ways as your group can think of. From looting bodies to completing quests or</p><p>errands, there is always money to be made for those willing to put themselves</p><p>in danger.</p><p>As a GM, when calculating how much money to hand out to your Player</p><p>Characters take into consideration how hard you want your game of Red</p><p>Giant to be for your Players. Maybe money is hard to come by and goods</p><p>are usually found or stolen, maybe money is handed out like candy to those</p><p>willing to do dangerous jobs. In any case, handing out more money to your</p><p>Players will create an easier game as long as they get to spend it.</p><p>Even if you hand out too much money, there are plenty of ways in Red Giant</p><p>for your players to lose the coin or lose their heads.</p><p>u42</p><p>55 Sanity</p><p>Almost all monsters/creatures will have a Sanity Rating. Upon encountering</p><p>a Monster, Horror or Creature the Characters will make a Sanity Check</p><p>against the target’s Sanity Rating. A Sanity Check is unique since it utilizes</p><p>rolling your MND + the PC’s current Sanity to resolve.</p><p>l If the roll is equal to or higher than the monster’s Sanity Rating then</p><p>you succeed; you withstand the shock of what stands before you and</p><p>retain your Sanity.</p><p>l If the roll is lower, you fail; deduct the difference between your roll and</p><p>the monster’s Sanity rating from your current Sanity.</p><p>As your sanity depletes, it is encouraged to roleplay the effects of this transition</p><p>and for the GM to take this into consideration.</p><p>l If your Sanity reaches 0, your Character is effectively dead. Roll a new</p><p>Character.</p><p>l You may regain 1 Sanity for each night you are well-rested and have a</p><p>meal.</p><p>Just like Health, there are other ways to restore your Sanity. All acts of faith</p><p>and the presence of community will restore Sanity, an evening of drinking</p><p>and laughter will also restore Sanity, and even resting for the day to shop and</p><p>experience a sense of normalcy can restore Sanity and so forth.</p><p>Each time Sanity is recovered this way it should only increase by either +1 or</p><p>+2 depending on the situation and GM’s verdict.</p><p>e</p><p>u</p><p>4iii. playing the game</p><p>43</p><p>55 Spirit</p><p>Spirit determines how spiritual or magically adept someone is. The Spirit stat</p><p>is used to cast different kinds of Magic that exist in the World of Red Giant.</p><p>l Whenever Magic is used, subtract the cost of this Magic from your</p><p>Spirit.</p><p>l If your Spirit reaches 0 you can no longer cast Magic for the day or until</p><p>you restore your Spirit.</p><p>l You may regain 1d6 Spirit for each night you are well-rested and have a</p><p>meal.</p><p>You can also recover your Spirit by spending time meditating, praying, or</p><p>doing any activity that helps your Character channel their Magic.</p><p>Each time Spirit is recovered this way it should only increase by either +1 or +2</p><p>depending on the situation and GM’s verdict.</p><p>55 NPC Temperament</p><p>When the Player Characters encounter an NPC, the GM may roll 2d6 and</p><p>consult the following table to generate that NPC’s temperament.</p><p>2. Aggressive 3-5. Bitter 6-8. Disinterested</p><p>9-11. Conversational 12. Amicablea</p><p>u44</p><p>Items & More</p><p>The following are examples of items and equipment that can be commonly</p><p>found throughout Red Giant. You may also use OSR books and other mate-</p><p>rials to easily convert items and equipment over to Red Giant with minimal</p><p>need for tweaks.</p><p>ARMOR</p><p>ITEM DEFENSE PRICE SIZE</p><p>Shield +1 40 J 1</p><p>Helmet +1 40 J 1</p><p>Leather +1 100 J 1</p><p>Chain +2 500 J 2</p><p>Iron +3 800 J 2</p><p>Plate +4 1200 J 3</p><p>Silver +5 4000 J 3</p><p>Mithril +3 8000 J 1</p><p>WEAPONS</p><p>ITEM ACCURACY DAMAGE HANDS PRICE SIZE</p><p>Light Weapon RFX + MND +1 RFX -1 1 40 J 1</p><p>Examples: Dagger, Short Sword, etc.</p><p>Technical Weapon STR + RFX STR 1 70 J 1</p><p>Examples: Spear, Sword, Mace, Axe, Flail, etc.</p><p>Heavy Weapon STR + STR -1 STR +1 2 100 J 2</p><p>Examples: Halberd, Warhammer, Long Sword, Battleaxe, etc.</p><p>Throwing Weapon RFX + MND -1 RFX +1 1 5 J 1</p><p>Examples: Knives, Throwing Stars, etc.</p><p>Ranged Weapon RFX + MND +1 RFX 2 100 J 2</p><p>Examples: Bow, Crossbow, etc.</p><p>Misc. Weapon STR + MND +1 STR 1 100 J 1</p><p>Examples: Hand Cannon, Prosthetic Weapon, etc.</p><p>Arrows/Projectiles (20) 5 J n/a</p><p>Quiver (capacity 100) 10 J 2</p><p>u</p><p>4iii. playing the game</p><p>45</p><p>TOOLS AND GEAR</p><p>ITEM PRICE SIZE</p><p>Bandage 5 J 1</p><p>Bear Trap/Snare 20 J 2</p><p>Bedroll 10 J 1</p><p>Bonfire 10 J 3</p><p>Book (Blank) 100 J 1</p><p>Book (Reading) 200 J 1</p><p>Bottle/Vial 1 J 1</p><p>Bucket 5 J 1</p><p>Caltrops 10 J 1</p><p>Candle (4 hours) 1 J 1</p><p>Cards (extra Ace) 5 J 1</p><p>Chain (10 ft) 10 J 2</p><p>Chalk (10 pieces) 1 J 1</p><p>Chisel 5 J 1</p><p>Compass 15 J 1</p><p>Cookpots 10 J 2</p><p>Crowbar 10 J 1</p><p>Drill 10 J 1</p><p>Face Paint/Makeup 10 J 1</p><p>Fishing Rod/Tackle 10 J 1</p><p>Glass Marbles (bag) 5 J 1</p><p>Lamp Oil (4 hours) 5 J 1</p><p>Lantern 30 J 1</p><p>Snare 15 J 1</p><p>Grappling Hook 10 J 1</p><p>Hammer 10 J 1</p><p>Holy Water 25 J 1</p><p>Horn 10 J 1</p><p>Hourglass 300 J 1</p><p>Incense (packet) 10 J 1</p><p>Iron Tongs 10 J 1</p><p>Jewels 50 J 1</p><p>ITEM PRICE SIZE</p><p>Ladder (10 ft) 10 J 2</p><p>Lens 100 J 1</p><p>Lockpicks 100 J 1</p><p>Map 10 J 1</p><p>Metal File 5 J 1</p><p>Mirror (small, silver) 50 J 1</p><p>Musical Instrument 50 J 1</p><p>Nails (12) 5 J 1</p><p>Net 10 J 2</p><p>Oilskin Bag 5 J 1</p><p>Padlock and Key 20 J 1</p><p>Perfume 50 J 1</p><p>Pick 10 J 1</p><p>Pole (10 ft) 5 J 2</p><p>Quill and Ink 10 J 1</p><p>Rope (50 ft) 10 J 3</p><p>Sack 1 J 1</p><p>Saw 10 J 1</p><p>Set of Loaded Dice 5 J 1</p><p>Shovel 10 J 2</p><p>Small Bell 20 J 1</p><p>Soap 1 J 1</p><p>Spike (iron) 5 J 1</p><p>Spike (wood) 1 J 1</p><p>Pot 10 J 1</p><p>Tent (personal) 70 J 2</p><p>Tent (three people) 100 J 3</p><p>Tinderbox 10 J 2</p><p>Torch (1 hour) 1 J 1</p><p>Twine (100 ft) 5 J 1</p><p>Waterskin 5 J 1</p><p>Whistle 5 J 1</p><p>u46</p><p>FOOD</p><p>ITEM PRICE SIZE</p><p>Animal Feed (1 day) 2 J 1</p><p>Bread (1 loaf) 1 J 1</p><p>Cheese (1 lb) 2 J 1</p><p>Cider (4 gallons) 1 J 2</p><p>Eggs (12) 1 J 1</p><p>Fish (1 lb) 20 J 1</p><p>Flour (5 lbs) 1 J 1</p><p>Fruit (1 lb) 1 J 1</p><p>ANIMALS</p><p>ITEM PRICE</p><p>Chicken 10 J</p><p>Cow 100 J</p><p>Crow 100 J</p><p>Dog 50 J</p><p>Donkey/Pack Horse 300 J</p><p>Horse 100 J</p><p>Ox 300 J</p><p>Pig 25 J</p><p>Sheep 25 J</p><p>ITEM PRICE SIZE</p><p>Garlic 1 J 1</p><p>Herbs 1 J 1</p><p>Meat (1 lb) 10 J 1</p><p>Onions (1 bushel) 8 J 1</p><p>Salt 3 J 1</p><p>Spices 10 J 1</p><p>Travel Rations</p><p>(1 day) 5 J 1</p><p>Wine/Ale (bottle) 2 J 1</p><p>SHIPS</p><p>ITEM PRICE</p><p>Caravel 25000 J</p><p>Fishing Boat 500 J</p><p>Sloop 5000 J</p><p>Pontoon 50 J</p><p>TRANSPORTS</p><p>ITEM PRICE</p><p>Carriage 320 J</p><p>Cart 50 J</p><p>Wagon 120 J</p><p>a</p><p>g</p><p>u</p><p>4iii. playing the game</p><p>47</p><p>BUILDINGS</p><p>ITEM PRICE</p><p>Guildhall 32600 J</p><p>House, with Courtyard 21600 J</p><p>House, Large 7200 J</p><p>House, Medium 2400 J</p><p>House, Small 1200 J</p><p>Shanty 120 J</p><p>Stronghold 100000 J</p><p>Temple 75000 J</p><p>Tower 48000 J</p><p>FOR HIRE</p><p>ITEM PRICE</p><p>Wages are per day, not including food,</p><p>supplies, shelter, etc.</p><p>Archer 6 J</p><p>Armorer/Blacksmith 8 J</p><p>Knight 25 J</p><p>Laborer 1 J</p><p>Master Builder 15 J</p><p>Mounted Soldier 12 J</p><p>Surgeon 25 J</p><p>a</p><p>LODGING</p><p>ITEM PRICE</p><p>Terrible Lodgings (1 night) 3 J</p><p>Room with a Bed (1 night) 5 J</p><p>Private Room (1 night) 10 J</p><p>... with Meal +5 J</p><p>... with Hot Bath +5 J</p><p>u48</p><p>Keeping the Calendar</p><p>At the start of the game players may choose to use a Calendar system to keep</p><p>track of their events both on and off the road while introducing mechanics</p><p>that provide a more relaxed and faster game.</p><p>For simplicity, when using this system we suggest relying on an actual</p><p>calendar that you might have lying around; alternatively, feel free to print</p><p>Calendar pages or create your own.</p><p>l Each Calendar Month is 28 days.</p><p>l There are four “Months” to each Calendar year;.</p><p>l The Months consist of Spring, Summer, Fall, and Winter.</p><p>l At the start of each Month, the Game Master rolls on the Calendar</p><p>Event table; then, the GM writes 3-5 events of their choosing on the</p><p>Calendar for the current month. These events are to be hidden from</p><p>everyone else besides the GM until they occur.</p><p>When using the Calendar system it will still be up to the GM to determine</p><p>the exact events outlined by the Calendar. Examples of those would be:</p><p>l BRUSHFIRE: A huge wildfire has overtaken the land upon the path</p><p>ahead. Was it produced by lightning, or worse?</p><p>l CROSSROAD: A crossroads tree that has plenty of hanged victims dan-</p><p>gling from its branches. Some are fresh and some are skeletal. Natives to</p><p>the area avoid conversation about it.</p><p>l ENCOUNTER: Suddenly a massive shadow blocks the sun. Looking up,</p><p>a gigantic amorphous shape floats downward rapidly, what is this!?</p><p>l SHRINE: You approach a small shrine aside the trail. There is 1d4 days</p><p>of fresh food and water and a few items. A sign by the altar asks any with</p><p>extra provisions to spare to pay it forward in exchange for good luck.</p><p>l A GIFT: You meet a traveling priest in rags on the road. He greets you</p><p>and offers a blessing to make your travels easier. You feel invigorated</p><p>and can easily walk a 1d4 extra miles today.</p><p>l QUAKE: The party hears/feels a deep rumble underneath the earth</p><p>directly below them.</p><p>h</p><p>u</p><p>4iii. playing the game</p><p>49</p><p>u</p><p>CALENDAR EVENTS</p><p>1. An injury from travel to one random PC (1d4 Health loss).</p><p>2. Issues with travel due to weather.</p><p>3. A large creature blocks the path ahead.</p><p>4. Clear weather and safe travels.</p><p>5. A hazard blocks the path ahead.</p><p>6. Someone finds an item on the road.</p><p>7. A merchant is found.</p><p>8. A group of thieves appear.</p><p>9-10. A Horror appears.</p><p>11-12. A Creature appears.</p><p>13. Severe weather: each PC loses 1d4 items in the panic.</p><p>14. Local festival.</p><p>15. Something unexplainable happens.</p><p>16. Someone learns magic.</p><p>17-19 Someone becomes Cursed (p. 62).</p><p>20. An Angel appears.</p><p>E</p><p>l VISITATION: A small group of ghostly children run past, laughing and</p><p>tossing a ball between them.</p><p>l FLEE: Unfathomable amounts of birds suddenly appear to be flying in</p><p>the same direction. Over time more animals and even creatures cross</p><p>the path moving in the same direction as the birds. It is almost as thou-</p><p>gh they are moving away from something.</p><p>l THE TRIBE: A disfigured group on a pilgrimage passes by. They each</p><p>bow and wish their blessings upon you.</p><p>l CURSED: A strange occurrence causes a Character to become Cursed.</p><p>u50</p><p>Creating the Map</p><p>55 Creating Hexes</p><p>The Game Master should begin making the map by placing or drawing four,</p><p>one-mile hexes that are connected to one another; then, they should place a</p><p>Civilization of choice on one of these Hexes. The remaining Hexes may now</p><p>be populated by rolling on the Map Creation tables on the right, or using the</p><p>Landscapes there to create unique Hexes and their respective Locations.</p><p>The Game Master is encouraged to work with the Players to better describe</p><p>the Landscape of each of the available Hexes and write this result down as</p><p>the description of the Hex. The GM may also feel free to move forward with</p><p>their own plans and choose to not include the Players in this decision.</p><p>55 Adding Locations</p><p>Hexes are more often than not home to horrible creatures, aberrations, ha-</p><p>zardous wastelands, and things beyond our mind's comprehension.</p><p>The Game Master should pick 2-3 Locations from the table and spread them</p><p>out across the Map in order to provide the Players with places to explore. The</p><p>GM may also choose to go ahead and prepare the Locations for each Hex or</p><p>wait until the Players are closer to the Hexes.</p><p>55 Legends</p><p>Legends are stories passed down from person to person that tell of great trea-</p><p>sure, misfortune, wonder, and ruin.</p><p>The Game Master may choose to work with the Players on producing these</p><p>Legends, or may proceed with creating their own.</p><p>To begin, the GM should create 4-8 different myths, legends, or gossips: this</p><p>list should be used at opportune times to provide Players with suggestions and</p><p>clues surrounding the current area or a far off place. These Legends can also</p><p>be used to drive the main plot or provide the Player Characters with bonuses</p><p>upon finding them; their use is ultimately up to the GM.</p><p>i</p><p>u</p><p>4iii. playing the game</p><p>51</p><p>55 Map Creation Tables</p><p>Each time the Game Master reveals a Hex on the Map, they may roll or</p><p>choose from the tables below in order to create a Location. The GM may</p><p>also choose to create their own unique Locations with or without the Players.</p><p>Make sure to write down the details for each Location.</p><p>Each Location entry should be made up of the following two components:</p><p>l LANDSCAPE: Roll 1d6 to determine the table used for creating this</p><p>Location. Once a table is selected, roll 1d12 to determine its Landscape.</p><p>l DESCRIPTION: This should be a sentence or two that helps to better</p><p>paint a picture of the Location or the things that live there.</p><p>1. Civilizations 2. Mountains 3. Pasture</p><p>4. Wastelands 5. Waterway 6. Woods</p><p>CIVILIZATIONS</p><p>1. Small Settlement</p><p>2. Fortified Town</p><p>3. Inhabited Ruins</p><p>4. Hidden Stronghold</p><p>5. Fortified City</p><p>6. Overgrown Town</p><p>7. Large Shrine</p><p>8. Dim Cavern</p><p>9. Sizeable Fortress</p><p>10. Destitute Castle</p><p>11. Ruined Town</p><p>12. Bloody Tower</p><p>MOUNTAINS</p><p>1. Massive Plateau</p><p>2. Steep Cliff</p><p>3. Field of Stones</p><p>4. Overgrown Castle</p><p>5. Narrow Cliff</p><p>6. Old Bridge</p><p>7. Musty Cave</p><p>8. Abandoned Shack</p><p>9. Steep Incline</p><p>10. Withered Grove</p><p>11. Dribbling Waterfall</p><p>12. Heads on Stakes</p><p>u52</p><p>PASTURE</p><p>1. Burnt Buildings</p><p>2. Rolling Fields</p><p>3. Lightning-struck Tree</p><p>4. Small Farm</p><p>5. Moss-covered Field</p><p>6. Broken, collapsed Trees</p><p>7. Dilapidated Walls</p><p>8. Eerie Road</p><p>9. Small Lake</p><p>10. Field of Red Grass</p><p>11. Tall Grass</p><p>12. Mass Grave</p><p>WASTELANDS</p><p>1. Stone Bed</p><p>2. Barren Field</p><p>3. Dried-up Lake</p><p>4. Broken Bridge</p><p>5. Steep Hills</p><p>6. Plateau</p><p>7. Collapsed Mountain</p><p>8. Destroyed Town</p><p>9. Healthy Tree</p><p>10. Muddy Field</p><p>11. Unstable Ground</p><p>12. Pit of Bones</p><p>WATERWAY</p><p>1. Calm Stream</p><p>2. Violent Rapids</p><p>3. Polluted Canal</p><p>4. Small Island</p><p>5. Rushing Waterfall</p><p>6. Dried-up River</p><p>7. Babbling Brook</p><p>8. Large Lake</p><p>9. Deep Lagoon</p><p>10. Muddy Marsh</p><p>11. Bubbling Pond</p><p>12. Putrid Lake</p><p>WOODS</p><p>1. Massive Oak Tree</p><p>2. Shady Meadow</p><p>3. Small Thicket</p><p>4. Abandoned Camp</p><p>5. Large Spiderwebs</p><p>6. Carved Path</p><p>7. Swampy Pond</p><p>8. Claw Marks on Trees</p><p>9. Clear Pond</p><p>10. Old Ruins</p><p>11. Hermit Hut</p><p>12. Bodies in Trees</p><p>j</p><p>u</p><p>4iii. playing the game</p><p>53</p><p>55 Traveling the Map</p><p>It should be noted that Characters will only "traverse the Map" when they are</p><p>moving from one location to another: think of this like an “overworld” view</p><p>of the surrounding</p><p>areas.</p><p>l In order to see where the group is going when traversing the world, at</p><p>least one Character must have a Map available in their inventory.</p><p>l If the travelers lack a Map (or an ability which allows them to navigate</p><p>without a Map), they must roll 1d6 to determine which of the surroun-</p><p>ding Hexes they move into: the nearest Hex to the north will be labeled</p><p>as 1 and in clockwise order each subsequent hex will increase by 1 value</p><p>until you have come full circle. The result of the die rolled determines</p><p>the Hex the Characters move to on the Map.</p><p>l When the Player Characters hear stories of far off places, explore the</p><p>world around them, and get lost without their Map, the Game Master</p><p>may create new Locations on the Map.</p><p>l Whenever the Characters decide to venture off to another Location,</p><p>they may simply choose one of the neighboring Hexes and move to that</p><p>Location. It will be up to the Game Master to determine how long it</p><p>may take to travel from Hex to Hex depending on how dangerous or</p><p>cumbersome the Location is to traverse given the Party’s current state.</p><p>Below is a quick guide for determining travel times from one Location</p><p>to the next. Keep in mind that these are suggestions: you may track</p><p>travel times as you wish within Red Giant.</p><p>EXAMPLE TRAVEL TIMES</p><p>4 hours. Easy to traverse.</p><p>8 hours. Bad weather or rough terrain.</p><p>12 hours. Dangerous and hard to navigate.</p><p>24 hours. Worst conditions possible.</p><p>u54</p><p>u</p><p>4i. introduction</p><p>55</p><p>4</p><p>u</p><p>4u</p><p>OF MAGIC & CURSES</p><p>iv</p><p>“Anything, anything would be better</p><p>than this agony of mind, this creeping pain that gnaws</p><p>and fumbles and caresses one</p><p>and never hurts quite enough.”</p><p>― Jean-Paul Sartre</p><p>u56</p><p>a</p><p>u</p><p>Magic</p><p>Magic exists in 3 categories within Red Giant: Speech, Staves, and Orbs. These</p><p>three types of Magic are useful in their own regards and can all be used by</p><p>Player Characters. Aside from a Character's background or Exchange, it is up</p><p>to the Game Master to determine when and how magic is received.</p><p>The Game Master and the Players are encouraged to invent new spells and</p><p>effects that can be cast from these three categories of Magic, as part of the fun</p><p>of this game comes from inventing things within the world itself.</p><p>55 Speech Magic</p><p>The spell lists for Speech are composed of individual keywords that PCs can</p><p>string together to create their own individual spell concoctions and are belie-</p><p>ved to be handed down to humanity by the Birch people.</p><p>keywords are broken down into 3 categories:</p><p>l MODUM: Determines the spell's effect.</p><p>l SPATIUM: Determines the size/range of the spell.</p><p>l VIM: Determines the strength of the spell.</p><p>Example: If a Player Character has the keywords "cone" and "fire", they can</p><p>expend the required Spirit in order to cast the spell "cone of fire".</p><p>k</p><p>u</p><p>4iv. of magic & curses</p><p>57</p><p>l Player Characters are unable to create, copy, or transcribe keywords in</p><p>any capacity; they may obtain new keywords from grimoires, tomes,</p><p>obelisks or even by hearing them spoken by Birch people (p. 70), but</p><p>they can never reproduce these in any way other than through their</p><p>own voice.</p><p>l Player Characters openly carrying such texts are likely to be hunted due</p><p>to their rarity and the magical energy contained within them.</p><p>l Speech is performed by combining your available keywords and</p><p>subtracting the Spirit required. When Speech Magic is used against an</p><p>inanimate object such as a building, tree, or the ground, it requires no</p><p>Check to determine the outcome: Speech Magic used this way is always</p><p>successful. When trying to use Speech Magic and cause harm towards</p><p>another creature (such as a Monster, Person, or Horror), the caster and</p><p>the target make a MND + CHA Competition Check to determine the</p><p>outcome of the spell; if the target is willing (for instance if they are</p><p>being aided or healed), there is no need for the Competition.</p><p>l Speech magic must always begin with a Modum and can be augmented</p><p>by adding additional keywords; a Spell must always include one Modum</p><p>and one Spatium in order to be cast.</p><p>a</p><p>u58</p><p>u</p><p>THE GRIMOIRES OF MODUM</p><p>These keywords determine the Effects of the spell.</p><p>Fire. A powerful flame. (1 Spirit) (2d6 damage)</p><p>Ice. A sudden burst of frost. (1 Spirit) (2d6 damage)</p><p>Shock. A zap of lightning. (1 Spirit) (2d6 damage)</p><p>Heal. A heavenly light that heals wounds. (1 Spirit) (1d4 Health</p><p>recovery)</p><p>Illusion. An illusion of your choice. (2 Spirit)</p><p>Quake. A sudden and powerful earthquake. (2 Spirit) (2d6 damage)</p><p>Shadows. Darkness swirls and conceals anything within it. (2 Spirit)</p><p>Death. A chance at an early death. Roll a d20, if you roll 19-20, the</p><p>opposing creature instantly dies. Otherwise, you lose half your</p><p>current Health. Immortals are unaffected. (2 Spirit).</p><p>Woods. Roots quickly protrude from the ground like spikes. (2 Spirit).</p><p>Weather. You may alter the type of the weather at will, but you do not</p><p>otherwise control it. (2 Spirit)</p><p>Counterspell. When an enemy casts a spell, you may engage them in a</p><p>RFX + MND Competition Check to see if their spell resolves.</p><p>If you succeed, you may cancel the opposing spell.</p><p>You may use this effect reactively outside your turn, or against</p><p>an ongoing magical effect. (2 Spirit)</p><p>Silence. Creatures in the area cannot use Magic for 1d4 turns. (2 Spirit)</p><p>Float. Anything within the area begins to float 10 ft into the air.</p><p>(2 Spirit)</p><p>Transform. Roll 1d4: 1. Frog; 2. Giant Owl; 3. Bear; 4. Large Snail.</p><p>The target transforms into the corresponding creature for 1d4</p><p>turns. (3 Spirit)</p><p>Holy. A holy light capable of halving damage for 1d4 turns. (3 Spirit)</p><p>d</p><p>f</p><p>u</p><p>4iv. of magic & curses</p><p>59</p><p>u</p><p>THE GRIMOIRES OF SPATIUM</p><p>These keywords determine the space/area that the spell can be cast in.</p><p>Ball. Generates a small 1 ft sphere in front of the user. (1 Spirit)</p><p>Pillar. Produces a 10 ft tall pillar underneath a target. (1 Spirit)</p><p>Ray. Creates a 10 ft outward ray from the user. (1 Spirit)</p><p>Cube. Creates a 15 x 15 ft cube around the target in sight. (1 Spirit)</p><p>Cone. Creates a narrow, 15 ft long cone in front of the user. (1 Spirit)</p><p>Dome. Produces a 25ft dome around the user. (2 Spirit)</p><p>Stepping. The Effect follows the user's steps, for 2 turns. (2 Spirit)</p><p>Field. A 40 ft area within eyesight is covered in the Effect. (2 Spirit)</p><p>Arrow. Creates a 20 ft line of the Effect directly in front of the user.</p><p>(2 Spirit)</p><p>Cover. The entire area is covered in the effect. (3 Spirit)</p><p>&</p><p>u</p><p>THE GRIMOIRES OF VIM</p><p>These keywords are capable of boosting the Effects of spells.</p><p>Minor. +1 to total result. (1 Spirit)</p><p>Lesser. +2 to total result. (1 Spirit)</p><p>Great. +3 to total result. (2 Spirit)</p><p>Greater. +4 to total result. (2 Spirit)</p><p>Giga. +5 to total result. (3 Spirit)</p><p>4</p><p>u60</p><p>55 Staves</p><p>Staves are usually composed of iron, wood, bone, or similar materials. Staves</p><p>have magical properties that can be activated whenever they come into con-</p><p>tact with something owned of proportional value to the spell being cast. For</p><p>instance, a spell that may heal someone's wounds may cost its weight in Joss</p><p>or be available through sacrificing objects that hold the same value.</p><p>Staves are usually created through rituals or inscribing runes upon them.</p><p>Unlike most Orbs, Staves are mostly passive, defensive, and able to continuo-</p><p>usly use their magical capabilities as long as the user has objects of equal value</p><p>proportional to that of the spell embedded within the Staff. All Staves are size</p><p>2 items unless otherwise stated.</p><p>Below is a list of example Staves and their proportional value in Joss.</p><p>l PLANT STAFF: Capable of instantly growing plants, producing 2 daily</p><p>rations when used. Material Cost Worth: 10 J.</p><p>l SPEAKING STAFF: Capable of temporarily speaking with animals</p><p>when used. Material Cost Worth: 15 J.</p><p>l DETECTION STAFF: Capable of detecting traps within a single room</p><p>or hallway when used. Material Cost Worth: 25 J.</p><p>l BARRIER STAFF: Capable of producing a barrier capable of protecting</p><p>the user from one attack before dissipating when used. Material Cost</p><p>Worth: 35 J.</p><p>l SCRYING STAFF:</p><p>Capable of foretelling an event set to happen in the</p><p>next 12 hours when used. Material Cost Worth: 35 J.</p><p>l ITEM FINDER STAFF: Capable of detecting hidden items within a 40</p><p>ft radius when used. Material Cost Worth: 40 J.</p><p>l FLOATING STAFF: Capable of causing a target within 15 ft of the user</p><p>to float in the air for 1 turn when used. Material Cost Worth: 40 J.</p><p>l ILLUMINATING STAFF: Capable of producing a bright light only</p><p>visible by the Party when used. Material Cost Worth: 45 J.</p><p>l HEALING STAFF: Capable of healing a target's wounds by 1d6 when</p><p>used. Material Cost Worth: 50 J.</p><p>l RESTING STAFF: Capable of producing an ethereal habitat, composed</p><p>of a tent, nightlight, and blanket. Material Cost Worth: 50 J.</p><p>a</p><p>u</p><p>4iv. of magic & curses</p><p>61</p><p>55 Orbs</p><p>Orbs are the most common form of Magic within Red Giant. Orbs cannot</p><p>be created but can be found across the world, usually buried in the muck and</p><p>mire, sold, or found within ruins. Orbs are one-time use spells that utilize</p><p>the user's Spirit in order to activate.</p><p>To activate an Orb the user simply crushes it within their hand and wills the</p><p>effects at their target. Orbs are categorized by their colors and their effects</p><p>can be inferred based on this; they are size 1 items unless otherwise stated.</p><p>Below is a list of example Orbs and their effects.</p><p>l CRIMSON ORB: A ball of fire that can engulf its target.</p><p>(2d6 damage, 1 target) (15 ft range) (2 Spirit)</p><p>l SKY BLUE ORB: A spear of ice that can pierce its target.</p><p>(2d6 damage, 1 target) (15 ft range) (2 Spirit)</p><p>l BURNING GOLD ORB: A crash of lightning from the heavens.</p><p>(2d6 damage, 1 target) (25 ft range) (2 Spirit)</p><p>l MAIDEN WHITE ORB: A shroud of holy light surrounds you.</p><p>(halved damage for 2 turns) (3 Spirit)</p><p>l MAGIC VIOLET ORB: A blowing wind that causes drowsiness.</p><p>(causes sleep for 1d4 turns, 1 target) (15 ft range) (2 Spirit)</p><p>l STEEL GREY ORB: A bright flash of iron and steel.</p><p>(summons a random weapon) (2 Spirit)</p><p>l SILENT BLACK ORB: A wave that is able to silence the cry of Magic.</p><p>(prevents anyone from using Magic for 1d4 turns) (30 ft range) (3 Spirit)</p><p>l EVERGREEN ORB: An aura that can cause plants to instantly grow to</p><p>maturity. (produces 1d4 rations) (1 ft range) (2 Spirit)</p><p>l DEEP VERMILLION ORB: A ward capable of deterring demons.</p><p>(wards away Creatures, Monsters and Horrors for 1d6 hours)</p><p>(50 ft range) (4 Spirit)</p><p>l WATER BLUE ORB: A refreshing burst of water.</p><p>(produces 2 days' worth of water) (1 ft range) (3 Spirit)</p><p>l GAIA BROWN ORB: A tangle of roots constricts your foes.</p><p>(prevents movement for 1d4 turns and causes 1d6 damage, 1 target)</p><p>(10 ft range) (3 Spirit)</p><p>u62</p><p>Curses</p><p>Curses play a large part in the lore and gameplay of Red Giant.</p><p>In this world, various types of Curses are commonplace among people who</p><p>travel into dangerous lands. Curses can range from a ring that won't come</p><p>off all the way to being transformed into a horrible creature.</p><p>As time goes on, you can rest assured you will encounter these Curses. Game</p><p>Masters are free to hand out Curses as they see fit.</p><p>Example: At the edge of the woods appears to be a knapsack. You decide to</p><p>rummage through the bag and come across a mask that pricks your hand.</p><p>Over time, you begin to notice you have been Cursed with Vampirism.</p><p>Player Characters are able to break Curses, but it should be considered rare</p><p>and extremely dangerous to embark on a journey for the remedies.</p><p>Some Curses are only temporary: the GM should let the party know if the</p><p>Curse is permanent or temporary upon acquiring it.</p><p>55 List of Curse Examples</p><p>Below is a list of Curse examples; when determining a random Curse, you</p><p>may roll 2d20 and consult this list.</p><p>You are not limited to these curses and the Game Master is encouraged to cre-</p><p>ate unique and creative curses to bestow upon Characters and NPCs.</p><p>2. The cursed Character's low-light vision and high-light vision switch</p><p>(i.e. sunlight is effectively dark, but the Character can see areas in sha-</p><p>dow as if they were brightly lit).</p><p>3. The cursed Character is struck with blindness.</p><p>4. When the cursed Character next goes to sleep, they dream of a burning</p><p>lake. The dreams progress, becoming nightmares over time. The target</p><p>instinctively becomes aware of the direction of the lake, and they are</p><p>compelled to try and reach the lake.</p><p>b</p><p>u</p><p>4iv. of magic & curses</p><p>63</p><p>“The greatest hazard of all, losing one's self, can occur very</p><p>quietly in the world, as if it were nothing at all. No other loss</p><p>can occur so quietly; any other loss - an arm, a leg,</p><p>five dollars, a wife, etc. - is sure to be noticed.”</p><p>― Søren Kierkegaard</p><p>5. Until the Curse is lifted, the cursed Character constantly sniffs and has a</p><p>runny nose. Disadvantage on stealth, persuasion and deception Checks.</p><p>6. As the Curse is activated, the cursed Character’s hands detach from</p><p>their wrists and scuttle away, and new hands grow in their place. For the</p><p>rest of the day, every time they cast a spell, the same thing happens. The</p><p>hands remain animate until destroyed, and will do their best to make</p><p>terrible mischief.</p><p>7. Whenever the cursed Character comes into a hallway/corridor, they are</p><p>compelled to sprint at full speed to the end.</p><p>8. All of the cursed Character's equipment glows brightly for 24 hours.</p><p>9. It is always raining in a 5 ft cube around the cursed Character. The in-</p><p>tensity randomly varies from a drizzle to a downpour and can exist even</p><p>underwater or indoors.</p><p>10. The cursed Character perceives traps everywhere where none exist.</p><p>11. The cursed Character begins to weep tears of blood uncontrollably,</p><p>reducing their maximuby 1 for every hour the Curse remains active. The</p><p>cursed dies if this effect reduces its hit point maximum to 0.</p><p>12. The cursed Character must tell one significant lie every day.</p><p>13. The cursed Character gains the Werewolf Exchange (p. 32).</p><p>14. The cursed Character gains the Vampire Exchange (p. 32).</p><p>15. A perpetually magical darkness surrounds the cursed Character for 25</p><p>feet. It is transmittable by touch.</p><p>u64</p><p>16. When the cursed Character is killed for the first time each day, the</p><p>wounds heal and they instead stabilize. If they are not killed once a day,</p><p>they are permanently slain.</p><p>17. The material of the cursed Character's weapon changes to the next</p><p>material they touch.</p><p>18. Potions held by the cursed Character give a delusion effect.</p><p>19. The cursed Character receives at least one false vision a day.</p><p>20. The Curse makes the Character forcibly say gibberish every time they</p><p>cast a spell.</p><p>21. The cursed Character's skin becomes hot pink in direct sunlight.</p><p>22. The cursed Character loses d4 random letters of their name.</p><p>23. The cursed Character gains extreme sensitivity to moonlight.</p><p>24. The cursed Character cannot control the volume at which they speak.</p><p>Player rolls a d6 every time their Character speaks: even rolls are spoken</p><p>in a whisper, odd rolls are shouting.</p><p>25. The cursed Character begins aging at 5 years an hour. When they reach</p><p>100 years, they die, and an infant crawls from their body’s clothing. It</p><p>continues to age at the same rate until it reaches 20. It is the same Cha-</p><p>racter, with the same memories.</p><p>26. The cursed Character must consume two times the amount of food</p><p>and drink a normal person does to sustain themselves. They experience</p><p>terrible thirst and hunger pains.</p><p>27. The cursed Character is convinced they can talk to plants, despite ha-</p><p>ving no ability to do so.</p><p>28. The cursed Character's knees become fused. They lose the ability to run.</p><p>29. The cursed Character becomes aware of the exact time and date of their</p><p>death. They begin to believe that</p><p>30. The cursed Character's memories begin to become identical to those</p><p>of another Party member. Soon, the Character believes the other Party</p><p>member is imitating them.</p><p>31. Solid ground behaves like water and water behaves like solid ground for</p><p>the cursed Character, and for them only.</p><p>32. A heavy thunderstorm follows the cursed Character wherever they go.</p><p>c</p><p>u</p><p>4iv. of magic & curses</p><p>65</p><p>a</p><p>33. One</p><p>of the cursed Character's limbs suddenly disappears, leaving no</p><p>wound.</p><p>34. The cursed Character no longer has any sense of Fear and is glad to rush</p><p>into even the most dangerous situations, positive that they can conquer</p><p>the task at hand.</p><p>35. Until the sun rises on the following day, all garments and armor worn</p><p>by the cursed Character melt away.</p><p>36. A strange mouth is fused into the palm of the cursed Character's hand;</p><p>it is always giving advice that has a 50/50 chance of being true. The hand</p><p>also finds joy in trying to attract nearby monsters by screaming.</p><p>37. The cursed Character becomes a frog that can speak.</p><p>38. Until the sun rises on the following day, the cursed Character becomes</p><p>deafened and can only hear demonic voices instead.</p><p>39. The cursed Character's weapon of choice begins to viciously merge</p><p>into their right hand, warping the bone and tissue around the hilt to</p><p>become one.</p><p>40. Until the sun rises on the following day, every person seen by the cursed</p><p>Character has the appearance of a Husk.</p><p>u66</p><p>u</p><p>4i. introduction</p><p>67</p><p>4</p><p>u</p><p>4u</p><p>BESTIARIUM</p><p>v</p><p>“He who fights with monsters should look to it</p><p>that he himself does not become a monster.</p><p>And if you gaze long enough into an abyss,</p><p>the abyss will gaze back into you”</p><p>― Friedrich Nietzsche</p><p>u68</p><p>a</p><p>u</p><p>Creatures, Monsters, and Horrors</p><p>Below you will find a list of some Creatures, Monsters and Horrors found</p><p>within the World of Red Giant. Feel free to tweak their individual stats as</p><p>needed to work within your game.</p><p>In addition to their Specials, each being is also capable of many other attacks</p><p>using their physiology. Work with everyone in your group to determine how</p><p>these Creatures, Monsters, and Horrors can attack and how they may behave</p><p>in and out of Combat.</p><p>OSR bestiaries and other bestiaries will also work with Red Giant, only</p><p>requiring minor tweaking when creating generic Creatures and Monsters</p><p>for Player Characters to face off against. In this list we highlight some of the</p><p>important Creatures, Monsters, and Horrors in the lands. Feel free to change</p><p>or alter these Creatures, Monsters, and Horrors as you wish.</p><p>55 Creatures & Monsters</p><p>Below you will find a list of dangerous and aggressive beings with strange,</p><p>grotesque and sometimes weird appearances that strike terror and fear into</p><p>the hearts of their prey. Creatures and Monsters usually resemble bizarre, de-</p><p>formed, otherworldly and/or mutated animals or entirely unique creatures of</p><p>varying sizes. Creatures and Monsters are commonly found throughout the</p><p>world of Red Giant so feel free to populate your own world with them.</p><p>d</p><p>u</p><p>4v. bestiarium</p><p>69</p><p>AMON</p><p>STR: 4 Defense: 2 Accuracy Check:</p><p>RFX: 6 Health: 20 STR + RFX</p><p>MND: 4 Spirit: 30 Damage Check:</p><p>CHA: 6 Sanity: 10 STR + CHA</p><p>Special: Fireball</p><p>Amon are capable of launching a fireball at their target</p><p>instead of using their normal attack (5 Spirit).</p><p>This fireball is capable of searing flesh, burning clothes, and</p><p>weakening armor in addition to its ranged benefits.</p><p>A human sized demon with a large bulbous head, sharp talons,</p><p>blue scales and two wings protruding from its back. Amon are</p><p>tricky and terrifying creatures that mark their prey by vomiting</p><p>on them so that they can never escape.</p><p>These beings almost exclusively attack their targets from the</p><p>sky only to retreat back after each swipe making them hard</p><p>targets to land a blow on.</p><p>Amon are capable of firing a sizable ball of flames at their</p><p>target from their own mouths.</p><p>I</p><p>u70</p><p>BIRCH PEOPLE</p><p>STR: 4 Defense: 1 Accuracy Check:</p><p>RFX: 4 Health: 50 RFX + MND</p><p>MND: 10 Spirit: 20 Damage Check:</p><p>CHA: 8 Sanity: 10 MND + CHA</p><p>Special: Speech</p><p>Each of the Birch People has access</p><p>to any 6 keywords from the Speech</p><p>magic tables.</p><p>Tall bird-like people that wander from shrine to shrine</p><p>covered in tattered clothes and pristine jewelry.</p><p>These nomadic creatures do not seem to be interested in</p><p>humans but have been said to speak to them, typically sharing</p><p>sources of magic to guide them.</p><p>From what is known, the Birch People seem to be an ancient</p><p>race of beings that spend their days perfecting Speech magic</p><p>and praying to the old gods. While not inherently hostile,</p><p>they should be approached with caution and respect.</p><p>II</p><p>e</p><p>u</p><p>4v. bestiarium</p><p>71</p><p>THE BLEACHED</p><p>STR: 6 Defense: 0 Accuracy Check:</p><p>RFX: 4 Health: 15 STR + RFX</p><p>MND: 6 Spirit: 10 Damage Check:</p><p>CHA: 4 Sanity: 12 STR + STR</p><p>Special: Telepathy</p><p>The Bleached are capable of reading minds at will.</p><p>In addition to this, they are also capable of implanting</p><p>fear-inducing thoughts into their victims through a</p><p>MND + MND Competition Check with their target (3 Spirit).</p><p>Once Humans, these are people who have been exposed to the</p><p>sun for too long. Their appearance is composed of pale white skin,</p><p>red eyes, and an emaciated body with mangled flesh.</p><p>These creatures now ambush unsuspecting travelers and feast</p><p>on their bodies for entertainment, requiring no nourishment to</p><p>survive other than the light of the sun.</p><p>The Bleached also possess minor telepathic powers, allowing</p><p>them to intimidate their prey through</p><p>inducing fearful thoughts.</p><p>III</p><p>u72</p><p>CHARRED</p><p>STR: 6 Defense: 0 Accuracy Check:</p><p>RFX: 8 Health: 10 RFX + MND</p><p>MND: 4 Spirit: 10 Damage Check:</p><p>CHA: 4 Sanity: 12 STR + RFX</p><p>Special: Burning Man</p><p>If a Charred successfully attacks a target they may</p><p>cause 1d4 burning damage for 2 turns in addition to the</p><p>Charred’s initial damage. If the target is doused with water or</p><p>if the fire is put out, the effects of this Special are negated.</p><p>A humanoid demon engulfed in flames, they seem</p><p>to appear almost out of thin air.</p><p>Charred constantly scream as they take form and once</p><p>manifested will charge at their target in attempt</p><p>to severely burn them.</p><p>Charred will usually vanish after a failed attack and will</p><p>randomly appear within the vicinity, even</p><p>when defeated.</p><p>IV</p><p>u</p><p>4v. bestiarium</p><p>73</p><p>CONSTRUCTS</p><p>STR: 8 Defense: 6 Accuracy Check:</p><p>RFX: 4 Health: 35 STR + RFX -1</p><p>MND: 4 Spirit: 0 Damage Check:</p><p>CHA: 4 Sanity: 10 STR + RFX</p><p>Special: Wide Angle</p><p>Once per Combat, a Construct may make an attack</p><p>capable of targeting and damaging all foes.</p><p>Artificial beings made of gears and iron by an</p><p>ancient race, Constructs were created to perform laborious</p><p>tasks for their creators and were reportedly used to protect their</p><p>civilizations from outside threats.</p><p>Constructs are incredibly durable but are incapable of</p><p>thinking for themselves, only operating on the old</p><p>programming bestowed upon them.</p><p>V</p><p>u74</p><p>CRYSTAL TOUCHED</p><p>STR: 4 Defense: 0 Accuracy Check:</p><p>RFX: 4 Health: 12 MND + MND</p><p>MND: 8 Spirit: 20 Damage Check:</p><p>CHA: 12 Sanity: 12 MND + CHA</p><p>Special: Peaceful Allure</p><p>The Crystal Touched may force any humans within eyesight to</p><p>make a MND + CHA Check in Competition with the Crystal</p><p>Touched (10 Spirit). If the human fails this Check they are calmed</p><p>by the being's presence and willingly go towards them; if the human</p><p>succeeds at this Check they are unaffected by the being's allure.</p><p>Beings of pure light that appear during the night time,</p><p>these beings are frequently mistaken for angels.</p><p>Crystal Touched have the uncanny ability of making humans</p><p>feel calm and have been seen leading weary travelers into caves,</p><p>ruins, halls, and other places never to return.</p><p>Legend has it that these beings are the last thing most travelers</p><p>see before being led to their demise. Whenever a human sees a</p><p>Crystal Touched being they are advised to immediately turn</p><p>away and ignore them, do not approach.</p><p>VI</p><p>g</p><p>u</p><p>4v. bestiarium</p><p>75</p><p>THE DEEM</p><p>STR: 4 Defense: 0 Accuracy Check:</p><p>RFX: 4 Health: 10 RFX + MND</p><p>MND: 4 Spirit: 6 Damage Check:</p><p>CHA: 4 Sanity: 10 STR + STR</p><p>Special: Chattering</p><p>The Deem are able to unleash an echoing chitter that attracts</p><p>1d4 more Deem to the area within 1d4 turns (5 Spirit).</p><p>If Combat ends before this turn, the additional Deem</p><p>do not appear.</p><p>Glass-like creatures that have no obvious shape.</p><p>These creatures can be found in fields and caves throughout</p><p>the lands. The Deem are capable of secreting an ooze from</p><p>their</p>