Godforsaken
Jotunns are a type of giant—large, somewhat intelligent, bad-tempered, and cultured in their own way, but generally hostile to humans and other “little folk.” Jotunns range from 9 to 20 feet (3 to 6 m) tall, are strong, have long hair, and wear armor and use weapons like humans do. Some are hideous, some are attractive by human standards, and some have multiple heads. They live in caves, lodges, or large castles. There are two main types of jotunns: fire and frost.
Core Rulebook
Fire jotunns are often called fire giants. Their skin is coal-grey or black; their hair is red or gold and may be metal or actual flames. They prefer hot mountainous climates (particularly volcanoes), wear plate armor, and use greatswords that glow with the natural heat of their bodies.
Motive: Destruction, hungers for flesh, honor
Environment: Hot mountains, volcanic areas, supernatural fires
Health: 30
Damage Inflicted: Moderate wound (6 points) plus 3 points from fire
Armor: 3 (immune to fire)
Movement: Short
Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8
Combat: A fire jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded one-handed by the giant), inflicting a moderate wound (6 points) plus another 3 points of ambient fire damage conducted from the jotunn’s body. Jotunns throw boulders up to very long range, inflicting a moderate wound (6 points) plus 3 points of fire damage.
A jotunn can inflict 1 point of fire damage with a touch, and anyone touching it without protection against fire takes damage as if the jotunn had touched them. A slain fire jotunn and its equipment are too hot to safely touch for several minutes.
Fire jotunns are immune to fire damage, but take additional damage from cold (equal to the attack’s normal damage, up to a maximum of 5 additional points of cold damage).
Fire jotunn leaders sometimes have magical powers, usually related to earth and fire.
Interaction: Fire jotunns tend to be hostile, but they may agree to a nonlethal challenge to allow visitors to pass through their land or join them for a feast.
Use: A fire jotunn decides to cause trouble for intruders in its territory. A clan of jotunns wages war against a fortified village or town, hurling boulders, starting fires, and stealing livestock.
Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious metals and decorated with gems. They may have cyphers, and a leader may carry an artifact.
GM Intrusion: The jotunn’s attack inflicts a serious burn, making a limb useless for an hour or until healed.
Core Rulebook
Frost jotunns are often called frost giants or ice giants. Their skin is pale white, pink, or blue, and their hair is usually white, pale blond, or actual ice. They prefer cold mountains and tundra, wear chainmail and furs, and use metal axes that channel powerful cold from their bodies.
Motive: Destruction, hungers for flesh, honor
Environment: Cold mountains and plains
Health: 30
Damage Inflicted: Moderate wound (6 points) plus 3 points from cold
Armor: 2 (immune to cold)
Movement: Short; long when skiing
Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8
Combat: A frost jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded one-handed by the giant), inflicting a moderate wound (6 points) plus another 3 points of ambient cold damage conducted from the jotunn’s body. Jotunns throw boulders or chunks of ice up to very long range, inflicting a moderate wound (6 points) plus 3 points of cold damage.
A jotunn can inflict 1 point of cold damage with a touch, and anyone touching it without protection against cold takes damage as if the jotunn had touched them. A slain frost jotunn and its equipment are too cold to safely touch for several minutes.
Frost jotunns are immune to cold damage, but take additional damage from fire (equal to the attack’s normal damage, up to a maximum of 5 additional points of fire damage).
Frost jotunn leaders sometimes have magical powers, usually related to illusions and weather.
Interaction: Frost jotunns tend to be hostile, but if in a generous mood, they may allow visitors to dine with them or rest in their halls. Once they grant someone hospitality, they are loath to break it unless they are attacked, robbed, or tricked.
Use: A frost jotunn throws a boulder just to be threatening. A clever jotunn offers to share a story in exchange for food and conversation. A clan of jotunns uses the cover of a storm to raid a village.
Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious materials and decorated with gems. They may have cyphers, and a leader may carry an artifact.
GM Intrusion: The jotunn’s attack numbs one of the character’s limbs, hindering all actions with it by two steps until it is healed.