Red Giant Digital Book
Red Giant Digital Book
Red Giant Digital Book
GIANT
A Cursed World TRPG
BURNS
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RED GIANT
copyright 2021 Rookie Jet Studio LLC
ILLUSTRATIONS
Juwan Yi (Jow4ni)
LAYOUT
Emanuele Galletto (RoosterEma)
PLAYTESTERS
Phu Nguyen, Steven "Brittain" Hoover,
Marc-Antony Patterson, Edward "Fuze"
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i. introduction
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CONTENTS
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I.
INTRODUCTION
II.
CHARACTERS
III.
PLAYING THE GAME
IV.
OF MAGIC & CURSES
V.
BESTIARIUM
VI.
SCENARIOS
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i. introduction
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INTRODUCTION
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“Life is tragic simply because the earth turns, and the sun
inexorably rises and sets, and one day, for each of us, the sun will go down
for the last, last time. Perhaps the whole root of our trouble, the human
trouble, is that we will sacrifice all the beauty of our lives, will imprison
ourselves in totems, taboos, crosses, blood sacrifices, steeples, mosques,
races, armies, flags, nations, in order to deny the fact of death, which is
the only fact we have. It seems to me that one ought to rejoice in the
fact of death – ought to decide, indeed, to earn one’s death by
confronting with passion the conundrum of life.”
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a About
No one knows how the Red Giant came to be: some people believe it was an
act of god, some believe it was due to ancient technology, but no matter how
this planet became cursed, it is clear that
Stories passed down through the ages all describe in detail a day long ago
where the sun suddenly grew and became consumed in a blood red color.
As the people stared at the sky a crimson haze slowly crept across the surface
of the planet. It’s been said that this was the beginning of what was known as
“the end of the world” or “the rapture” by people of that time.
From this day forward humanity and the world that they knew was forever
changed, horrific beings and aberrations began to rise, seemingly from the
soil itself. Beings of absolute terror and structures the human mind cannot
comprehend appeared from nothingness. It was not long before humanity
was ultimately driven to the edge of extinction, facing these impossible
threats.
People now eke out a small existence throughout the lands attempting to
avoid or defeat the horrors and creatures that have awakened from the planet
in order to survive, but for what and for what cost?
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IMPORTANT
Red Giant takes place in an incredibly bleak setting. The world
this book contains is dangerous, violent, horrific, and filled with
death. There are themes in this book that may not be suitable for
some players. These themes include despair, murder, cruelty, and
extreme violence. If any of these themes may cause you trouble or
personal distress, Red Giant is likely not the game for you.
Red Giant should be played by adults (18+).
We here at Rookie Jet Studio understand that this game will touch
upon several adult themes; it is best to discuss with one another as
a group to determine what kind of themes or content you do
NOT want to see or roleplay in your game of Red Giant.
Note: This is a stand-alone game, which only requires a set of polyhedral dice,
paper, pencils, and a few friends to play with.
55 Role-Playing
A TRPG (Tabletop Role Playing Game) is a game in which you act out the
Character that you have created, performing an improv Session with everyo-
ne at the table. To put it simply, it’s just make-believe where the outcomes
are determined by your actions, dice, and a little bit of luck.
In the world of TRPGs you can be anybody you desire. When you “act out”
your Character, it can be a little embarrassing until you get used to it, but
it can also be great fun to play out incredible scenes, like the ones you see in
anime or movies, with your friends.
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55 Game
Part of the fun of TRPGs comes from the randomness of rolling dice and
using this data to strategize.
You will need to make important decisions and come up with a plan to get
past obstacles based on your Character’s attributes, equipment, afflictions
and the stats of both friends and foes.
The roll of the unpredictable Dice can bring about unexpected situations
that would normally never occur simply through conversation. You could
probably say that one of the most interesting parts about TRPGs is the way
dice can at times bring out happy story elements, and at other times sad
elements.
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55 A Word of Advice
So you’ve decided to delve into the world of Red Giant. Along the way there
are hints and tricks you will learn when it comes to playing a Character or
running the game as a Game Master; but below are a few things to remember
when playing Red Giant.
l As the GM, your Players will look to you for guidance and assistance
when playing Red Giant: make sure to help them out when needed and
try your best so that everyone is having fun and has their own turn in
the spotlight. As Players, make sure to follow the narrative your GM
has written for the game without going “off the rails” too much: Red
Giant is a cooperative game and you will need to work with your fellow
Players to accomplish your Characters' goals.
l It’s okay to run away from a Combat scenario which may be difficult
or life threatening. This can be played out narratively or you can attach
mechanics to the escape, usually through a STR + RFX Competition
Check (p. 37) between the Player Characters and the enemies.
l There are Exchanges (p. 21) that can be used to work in tandem with
one another. For instance, take a look at Master Thief and Loathing
Prince: Master Thief makes you compelled to steal, but people may be
less likely to suspect you to steal from them if you're an important or
royal figure.
Try to experiment and come up with your own Exchanges that can
work in a similar way.
l Make sure to give your Characters adequate clothing. Life underneath
the sun is hard and grueling, even the rays from the sun may have ad-
verse effects on a Character's health. Cover up lest ye become a Bleached.
l Red Giant is composed of many small systems. From Map Creation,
to the Calendar there are many moving parts going on at any given
time. If any of these systems or features seem to overwhelm you, simply
remove them from the game and continue onwards. Make Red Giant
the game you want to play.
l Monsters, Creatures, and Horrors found in the Bestiarium (p. 68) can be
altered to adjust the game's difficulty. Feel free to change the stats for
all of these beings in order to scale the game to your table's preferred
difficulty.
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i. introduction
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CHARACTERS
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― Jean-Paul Sartre
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a Creating a Character
This will be the Character that you, the Player control and whom the Game
Master guides. While the stats below are important, so is your Character's
role in the game. Make sure to create a backstory, description, appearance
and any other bits of information that can make your Character stand out so
that the other Players and the GM have a clear image of who your Character
is and what they stand for.
55 1. Choosing Stats
Player Characters have four basic stats:
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To begin creating your Character select one of the following sets of numbers,
record those values on your Character Sheet by taking each value from the
set and placing each one into the desired stats. These values will determine
the size of the dice you roll for a Check.
l AVERAGE: 6, 8, 8, 8
l FOCUSED: 6, 6, 8, 10
l SPECIALTY: 4, 8, 8, 10
l HYPER FOCUSED: 4, 6, 10, 10
l HEALTH
l SPIRIT
l SANITY
These stats are determined by the Archetype you will choose for your Cha-
racter later on during this process.
Each newly created Player Character starts with 2 days of rations and one
weapon of their choice (p. 44).
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55 3. Roll or Choose Attributes
Attributes determine four major things about your Character: their Persona-
lity, Flaws, Past and Misfortune. In order to determine these Attributes roll
1d20 on the tables below, choose your own, or feel free to create your own.
PERSONALITY FLAW
The Characteristics and The main flaw or
qualities that make up weakness of your
your Player Character. Player Character.
1. Ambitious 1. Aggressive
2. Courageous 2. Arrogant
3. Courteous 3. Bitter
4. Cautious 4. Cowardly
5. Disciplined 5. Cruel
6. Focused 6. Deceitful
7. Generous 7. Flippant
8. Gregarious 8. Gluttonous
9. Honest 9. Greedy
10. Honorable 10. Irascible
11. Humble 11. Lazy
12. Idealistic 12. Nervous
13. Just 13. Prejudiced
14. Loyal 14. Reckless
15. Merciful 15. Rude
16. Paranoid 16. Suspicious
17. Righteous 17. Vain
18. Serene 18. Vengeful
19. Stoic 19. Wasteful
20. Tolerant 20. Whiny
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PAST MISFORTUNE
The previous career or Something terrible or unjust
life path of your that befell your Player Cha-
Player Character. racter or affects them now.
1. Beggar 1. Accused
2. Butcher 2. Addicted
3. Carpenter 3. Blackmailed
4. Cook 4. Demoted
5. Criminal 5. Deserted
6. Cultist 6. Disowned
7. Entertainer 7. Exiled
8. Farmer 8. Framed
9. Fisherman 9. Haunted
10. Guard 10. Hunted
11. Hunter 11. Kidnapped
12. Mercenary 12. Mutilated
13. Merchant 13. Owned
14. Murderer 14. Poor
15. Pickpocket 15. Pursued
16. Priest 16. Rejected
17. Prisoner 17. Replaced
18. Sailor 18. Robbed
19. Smuggler 19. Survived
20. Wanderer 20. Suspected
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I II
THE THE
VAGABOND HUNTER
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Health: 22 Health: 24
Spirit: 8 Spirit: 6
Sanity: 10 Sanity: 10
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Archetype Archetype
Skills Skills
1. Once per day you may 1. Once per day you may
add +1 to any Check. find 1d4 rations regard-
less of your location.
2. You are now able to
always get a full night's 2. You are able to precisely
rest in half the normal locate wild animals in
time. the area.
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III IV
THE THE
SLAYER SORCERER
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Health: 24 Health: 20
Spirit: 8 Spirit: 12
Sanity: 8 Sanity: 8
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Archetype Archetype
Skills Skills
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V VI
THE THE
AEGIS HIDDEN
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Health: 24 Health: 20
Spirit: 8 Spirit: 10
Sanity: 8 Sanity: 10
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Archetype Archetype
Skills Skills
1. Once per day you are 1. Once per day you are
able to magically heal able to vanish into the
a person other than shadows for 15 seconds
yourself. Roll 1d6 to de- and cannot be seen by
termine Health gained. any person or creature
during this time.
2. You restore +1 Health
with all healing items 2. You gain +1 to all
and magical effects. Checks involving
stealth.
3. Once per day you are
able to nullify an attack 3. Once per day you are
that would otherwise able to gracefully open
kill this Character. any lock.
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VII VIII
THE THE
HAUNTED SPEAKER
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Health: 24 Health: 22
Spirit: 6 Spirit: 10
Sanity: 10 Sanity: 8
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Archetype Archetype
Skills Skills
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IX X
THE THE
SIREN TRAVELER
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Health: 20 Health: 20
Spirit: 10 Spirit: 8
Sanity: 10 Sanity: 12
4 4
Archetype Archetype
Skills Skills
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Starting Exchanges can be written into your Character's backstory and offer
great inspiration to begin designing the foundation of your Character.
You are also encouraged to create your own Exchange. Doing so is quite sim-
ple: create one positive effect you would like your Character to have, then fol-
low it up with something negative that is equal or better than the positive.
Exchanges must be approved by the Game Master in order to play with them
at the table.
ALCHEMIST
You can transform size 1 objects into other size 1 objects,
as long as the materials are compatible.
HOWEVER.
Each time this ability is used,
you lose 1d4 Health.
ALL SEEING
You can immediately tell when someone is lying.
HOWEVER.
Due to your eyes, you may only spend 3 hours in the direct sun
per day or you become a Bleached (p. 71).
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BERSERKER
You no longer become unconscious when your Health reaches 0 or
below. Additionally, your Health must reach -6 before your
Character is considered dead.
HOWEVER.
When your Health reaches 0 or below, you go into a frenzy.
Each turn you must attack and flip a coin: if the result is heads,
you attack the target; if the result is tails, you instead
lose 1d4 Health.
BLESSING OF LABOR
Once per day you are able to find work; the work you find
may or may not be satisfying.
HOWEVER.
Something always goes wrong during the job.
BLOOD PACT
You can summon a small 1 ft devil that is capable of moving small
items, providing reconnaissance, gathering gossip, and anything else
a small devil could do for 1 minute at a time.
HOWEVER.
Whenever the devil is summoned you lose 1d4 Health.
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BONE WITCH
You gain 12 mystical bones. You may toss one bone and make a simple
wish (like rations, clear weather, healed wounds, safe passage, etc.) to
be fulfilled by supernatural forces.
HOWEVER.
Each wish fulfilled this way causes a bone to break in your own body.
This begins with a finger, and slowly works up to more debilitating
breaks until the final bone is tossed and your neck snaps.
CHILD OF BEELZEBUB
You gain a jar of flies. Upon consuming them, you become
temporarily invisible to Horrors for 1d4 minutes. The jar can be
refilled with ordinary flies.
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HOWEVER.
Upon exiting the invisibility state you suffer a
random Curse (p. 62).
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CROW KEEPER
A flock of crows abide by your will and will follow
your every command.
HOWEVER.
You are indefinitely blind.
DOMINANCE
Once per day you are able to use the Special of an enemy you
are engaged in Combat with.
HOWEVER.
Each time you use an enemy's Special, your Sanity is reduced to 1.
FIRESTARTER
You can create a 3 ft tall flame from thin air that can be
used in a myriad of ways.
HOWEVER.
When entering an area with people and buildings, you are compelled
to commit arson.
FLEETING
You gain +1 to any Checks involving dodging or running.
HOWEVER.
If you currently have less than half of your current Health total you
gain -1 to any Checks involving dodging or running.
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FLICKER SOULED
Once per day you can teleport any distance within sight.
HOWEVER.
With each use, you lose 1d4 Health and roll a d20: if you
roll a 1, you are permanently trapped in another plane of existence.
FOOL
You gain +8 temporary Sanity until lost; Sanity gained through this
Exchange cannot be recovered.
HOWEVER.
You must make a Check with Disadvantage once per day.
FORTUNATE LOOTER
After each battle you are guaranteed to find a weapon that correlates
to your current weapon type.
HOWEVER.
The weapon is Cursed.
GHOST ARMOR
You gain +3 Defense and are able to speak to spirits.
HOWEVER.
Over time you begin to lose your form and become a ghost. Once you
fully transition to a ghost, your Character is dead.
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GOD-FEARING
You regain +3 Sanity upon entering an area where Maidens or any
holy symbols are located.
HOWEVER.
You lose an extra 1d4 Sanity upon any encounter when the
Sanity rating is 11+.
GOD HANDED
You can only use this once, ever. The target Creature or Horror is
banished by the swipe of your hand and is immediately destroyed.
HOWEVER.
One random Party member is immediately sacrificed and destroyed.
HELL ARMOR
You gain +3 Defense and fire no longer affects you.
HOWEVER.
Over time you begin to transform into an Amon. Once you fully
transition into an Amon, your Character is dead.
HELL PACT
You have access to 3 unique coins which can be given away to bribe
creatures into doing almost any task you set forth.
HOWEVER.
Upon spending a coin you lose 1d4 Sanity; upon spending all of
these coins you become Cursed.
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HERETIC
You lose no Sanity on encounters when the Sanity rating is 14+.
HOWEVER.
Mysterious forces prevent you from entering areas where Maidens
or any holy symbols are located.
KING OF MISFORTUNE
Once per day you may add +2 to any Check you make.
HOWEVER.
All Checks you make otherwise have -1 to their totals.
LOATHING PRINCE
You are royalty or a person known to many due to your lineage; you
are considered to be an important figure.
HOWEVER.
You have a pact with an evil spirit that only makes people believe you
are royalty or important in exchange for one evil act per day; if you
fail to perform one evil act per day you lose this Exchange.
MASTER CLIMBER
You gain +1 to any Checks involving climbing or hanging.
HOWEVER.
If you currently have less than half of your current Health total, you
gain -1 to any Checks involving climbing or hanging.
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MASTER THIEF
You gain +1 to any Checks involving stealing or picking locks.
HOWEVER.
If you currently have less than half of your current Health total, you
gain -1 to any Checks involving stealing or picking locks.
METAMORPHOSIS
You are able to become a monstrous beast that gains +2 to all Checks
and is able to fly freely. You can transform at will.
HOWEVER.
When you transform, you lose 1d4 Sanity. If you transform four
times you permanently become this creature and lose your mind in
the process, attacking anything and everything around you,
including party members.
MIST SEER
Once a day you may see one thing that may happen in the next hour.
HOWEVER.
With each use, you age by 5 years.
MOON KISSED
At night you gain Advantage on all Checks.
HOWEVER.
During the day you gain Disadvantage on all Checks.
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MYSTIC
Once per day you may heal another Character other than yourself
through a mysterious white light in your hand. Roll 1d4 to determine
the Health gained this way.
HOWEVER.
Monsters and Horrors are attracted to the location of
the healing light.
NATURAL LEADER
When you have 4 or more party members, you gain +1 to all Checks.
HOWEVER.
When you have less than 4 party members, you suffer -1 to all Checks.
PACK RAT
Double the total of your current item slots.
HOWEVER.
You have Disadvantage on all acrobatic feats.
RAPID HEALING
You naturally heal 1d6 Health at the start of each day.
HOWEVER.
Whenever you begin the day with less than full Health, your body
becomes slightly deformed upon Healing through this Exchange.
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SCARRED BODY
You are able to easily intimidate most people with no Check required.
HOWEVER.
You are considered suspicious or criminal by everyone.
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SURVIVALIST
You are able to survive from half the normal amount of daily rations.
HOWEVER.
You are always paranoid.
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SWORD COLLECTOR
For each sword you currently carry, add +1 to your damage rolls.
HOWEVER.
Each sword after your first is Cursed in some manner.
SYMBOL SOAKED
You can read any and all languages and speak them as well.
HOWEVER.
The symbols dance in your head: you can never get a full rest.
TONGUE OF FLAME
You gain Speech magic; you gain access to the
Cone and Fire keywords immediately.
HOWEVER.
Each time you use Speech Magic you lose 2 Sanity.
UNCHAINED
Once per day you may add 1d4 damage to all the attacks
you make during a Combat.
HOWEVER.
Upon entering an area with people you must roll 1d20: if you roll a 1
you go into a killing frenzy for 1d10 minutes.
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VAMPIRE
You gain +1 to any Checks involving involving persuasion and decep-
tion, +1 to any Checks involving RFX, and you gain perfect sight even
in the darkest environments.
HOWEVER.
You now require blood instead of rations and twice the amount.
Going for 2 days without the required blood will result in paranoia,
self harm, and violent behavior against anyone and everyone in sight.
Anytime someone living is bit by a Vampire, they become
a Vampire as well.
WEAPONMASTER
Any weapon you use now requires STR + MND for both
Accuracy and Damage Checks.
HOWEVER.
Any weapon you use has a 50/50 chance to break whenever
damage is dealt. Flip a coin: if heads the weapon is intact,
if tails the weapon breaks.
WEREWOLF
At night and whenever you see the moon, you may immediately
transform into a Werewolf and add +5 to the result of any damage
you deal. You stay transformed through the night but retain your
memories, instinct, and motives.
HOWEVER.
You may only use this four times before permanently becoming a
Werewolf and losing your mind, effectively killing the Character.
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Character Advancement
Whenever a Character has overcome a challenge or peril, they may level up
and reap the rewards of becoming stronger.
l DIE STAT UPGRADE: This gives you the option to take one of your
Stats and “upgrade” that Stat die to the next highest die size (max d12).
For instance, if you have a MND with a value of 6 , you may increase
this number to 8 since it’s the next highest die size.
l ARCHETYPE SKILL UNLOCK: This gives you the option to acquire
the next Archetype Skill associated with your Archetype.
You may also opt to play Red Giant with all of the Archetype Skills unlocked
from the beginning, or by starting your Characters off at higher levels. These
options are only suggested for those who are already familiar with the game.
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CHARACTER LEVELS
The table below indicates the rewards earned by
each Character upon leveling up:
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“To venture causes anxiety, but not to venture is to lose one’s self...
And to venture in the highest is precisely
to be conscious of one’s self.”
― Søren Kierkegaard
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55 Stats
Stats and Checks
55 Checks
If a Character attempts something where the outcome is uncertain and failu-
re has consequences, they make a “Check”.
To succeed on a Check, roll the dice associated with the relevant stats and
meet or exceed a Target Number (see next page), established by the GM.
Unless otherwise stated, each Check consists of rolling two dice, one for each
associated stat, and adding the appropriate bonuses if there are any. If the
Character making the Check has any items, abilities, etc., that affect one of
these stats, add them after the roll and bonuses.
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TARGET NUMBERS
4. Average 12. Incredibly Challenging
6. Problematic 16. Almost Impossible
8. Difficult 20. Miracle
10. Very Difficult
55 Competitions
If a Check is opposed by another PC or NPC, then instead of aiming to meet
or exceed a Target Number, both sides begin making the appropriate rolls
and the winner is determined by the highest roll after adding any
appropriate bonuses to the result of the rolls.
These types of Checks are called “Competitions” and you should run into
them frequently.
l If a Check has Advantage, roll the appropriate stats twice and take the
greater result.
l If the Check has Disadvantage, roll the appropriate stats twice and take
the lowest of the two results.
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Combat
Combat in Red Giant takes place as a series of consecutive rounds.
At the start of each Combat round, determine initiative by rolling a d6.
55 Turns
On their turn, a Character may move their speed (usually 40 ft unless
otherwise stated) and take up to one Combat action. This action may be
casting a spell, making a second movement, making an attack, attempting a
Feat, or any other action deemed reasonable by the GM.
Note: If a target does not have a Defense modifier, they take damage directly
to their Health instead.
When a Character reaches 0 Health, they are unconscious. When they reach
-1 Health or less, they are dead. Players should roll up a new PC when their
old one dies, and should rejoin the party as soon as possible.
When a target or NPC reaches 0 Health, they immediately die.
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55 Advantage in Combat
Characters can gain Advantage in Combat by attacking a target that is
unaware, on lower ground, off balance, disarmed, distracted, or tactically
disadvantaged in any significant way. Advantage is applied by rolling your
associated die twice and taking the greater result, the GM, as usual, has the
final say. Advantage may also be added to Checks or an attempted Feat at the
GM’s discretion when a Character is in an advantageous position or when
the Character is more proficient in the task at hand.
55 Disadvantage in Combat
The inverse of Advantage, Characters can gain Disadvantage in Combat
by being attacked while unaware, on lower ground, off balance, disarmed,
distracted, or tactically disadvantaged in any significant way. Disadvantage is
applied by rolling your associated die twice and taking the lesser result, the
GM, as usual, has the final say. Disadvantage may also be added to Checks or
an attempted Feat at the GM’s discretion when a Character is in an unfavo-
rable position or when the Character is less proficient in the task at hand.
55 Feats
Feats are fantastic Combat maneuvers a Character may perform by explai-
ning them in detail.
Feats can be almost anything you can think of, like running up a wall and
doing a backwards somersault onto the enemy and thrusting your blade
through their skull or throwing a shield to knock an enemy off their feet.
Feats are resolved through a Competition Check. They may not cause dama-
ge directly, but may do so indirectly (for example, pushing an enemy off of
a ledge). The GM has final say as to what Feats can be attempted in a given
situation and what their effects will be.
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Survival
55 Food and Water
Player Characters must take into consideration time to rest, eat, and drink.
A Character can go up to 3 days without food or water before they become
Malnourished.
Player Characters must eat two portions of daily rations in order to stay heal-
thy. A Character may only need to eat once a day if they have a cooked meal,
quality meal, or feast.
If a Character is not eating, drinking, or resting the GM may provide addi-
tional penalties to the Character as they see fit.
55 Keeping Watch
Whenever Characters are sleeping for the night, it is suggested that one Cha-
racter remains awake to watch over the area and ensure they are all safe.
Whenever a Character decides to Keep Watch they will remain awake throu-
gh the night and into the next day. During this time the Party benefits by
being alert to any and all threats; however, the Character who was Keeping
Watch suffers Disadvantage on all Checks until they sleep again.
There may be times where the Party feels comfortable enough to get rest wi-
thout anyone Keeping Watch and while this is possible, it should be enjoyed
as a luxury.
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55 Healing
After a meal and a full night’s rest, PCs regain 1d6 HP.
Player Characters may also treat their own wounds using bandages and other
medical supplies. Once a wound has been treated, the afflicted Character may
regain 1d4 HP.
There may be other ways to heal your Characters in your world of Red Giant:
Are doctors available? Are there potions that can be created to restore Health?
Are there herbs that can be crushed and eaten to regain your vitality? Maybe
there is Magic that can help aid the healing process? Feel free to introduce
other methods of Healing into your game of Red Giant.
55 Earning Money
Money or “Joss” (represented by the symbol " J") can be earned in as many
ways as your group can think of. From looting bodies to completing quests or
errands, there is always money to be made for those willing to put themselves
in danger.
As a GM, when calculating how much money to hand out to your Player
Characters take into consideration how hard you want your game of Red
Giant to be for your Players. Maybe money is hard to come by and goods
are usually found or stolen, maybe money is handed out like candy to those
willing to do dangerous jobs. In any case, handing out more money to your
Players will create an easier game as long as they get to spend it.
Even if you hand out too much money, there are plenty of ways in Red Giant
for your players to lose the coin or lose their heads.
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55 Sanity
Almost all monsters/creatures will have a Sanity Rating. Upon encountering
a Monster, Horror or Creature the Characters will make a Sanity Check
against the target’s Sanity Rating. A Sanity Check is unique since it utilizes
rolling your MND + the PC’s current Sanity to resolve.
l If the roll is equal to or higher than the monster’s Sanity Rating then
you succeed; you withstand the shock of what stands before you and
retain your Sanity.
l If the roll is lower, you fail; deduct the difference between your roll and
the monster’s Sanity rating from your current Sanity.
Just like Health, there are other ways to restore your Sanity. All acts of faith
and the presence of community will restore Sanity, an evening of drinking
and laughter will also restore Sanity, and even resting for the day to shop and
experience a sense of normalcy can restore Sanity and so forth.
Each time Sanity is recovered this way it should only increase by either +1 or
+2 depending on the situation and GM’s verdict.
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iii. playing the game
55 Spirit
Spirit determines how spiritual or magically adept someone is. The Spirit stat
is used to cast different kinds of Magic that exist in the World of Red Giant.
l Whenever Magic is used, subtract the cost of this Magic from your
Spirit.
l If your Spirit reaches 0 you can no longer cast Magic for the day or until
you restore your Spirit.
l You may regain 1d6 Spirit for each night you are well-rested and have a
meal.
You can also recover your Spirit by spending time meditating, praying, or
doing any activity that helps your Character channel their Magic.
Each time Spirit is recovered this way it should only increase by either +1 or +2
depending on the situation and GM’s verdict.
a
55 NPC Temperament
When the Player Characters encounter an NPC, the GM may roll 2d6 and
consult the following table to generate that NPC’s temperament.
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Items & More
The following are examples of items and equipment that can be commonly
found throughout Red Giant. You may also use OSR books and other mate-
rials to easily convert items and equipment over to Red Giant with minimal
need for tweaks.
ARMOR
ITEM DEFENSE PRICE SIZE
Shield +1 40 J 1
Helmet +1 40 J 1
Leather +1 100 J 1
Chain +2 500 J 2
Iron +3 800 J 2
Plate +4 1200 J 3
Silver +5 4000 J 3
Mithril +3 8000 J 1
WEAPONS
ITEM ACCURACY DAMAGE HANDS PRICE SIZE
Light Weapon RFX + MND +1 RFX -1 1 40 J 1
Examples: Dagger, Short Sword, etc.
Technical Weapon STR + RFX STR 1 70 J 1
Examples: Spear, Sword, Mace, Axe, Flail, etc.
Heavy Weapon STR + STR -1 STR +1 2 100 J 2
Examples: Halberd, Warhammer, Long Sword, Battleaxe, etc.
Throwing Weapon RFX + MND -1 RFX +1 1 5J 1
Examples: Knives, Throwing Stars, etc.
Ranged Weapon RFX + MND +1 RFX 2 100 J 2
Examples: Bow, Crossbow, etc.
Misc. Weapon STR + MND +1 STR 1 100 J 1
Examples: Hand Cannon, Prosthetic Weapon, etc.
Arrows/Projectiles (20) 5J n/a
Quiver (capacity 100) 10 J 2
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ITEM
Animal Feed (1 day)
PRICE
2J
SIZE
1
FOOD
ITEM
Garlic
PRICE
1J
SIZE
1
Bread (1 loaf) 1J 1 Herbs 1J 1
Cheese (1 lb) 2J 1 Meat (1 lb) 10 J 1
Cider (4 gallons) 1J 2 Onions (1 bushel) 8J 1
Eggs (12) 1J 1 Salt 3J 1
Fish (1 lb) 20 J 1 Spices 10 J 1
Flour (5 lbs) 1J 1 Travel Rations (1 day) 5J 1
Fruit (1 lb) 1J 1 Wine/Ale (bottle) 2J 1
ANIMALS SHIPS
ITEM PRICE ITEM PRICE
Chicken 10 J Caravel 25000 J
Cow 100 J Fishing Boat 500 J
Crow 100 J Sloop 5000 J
Dog 50 J Pontoon 50 J
Donkey/Pack Horse 300 J
Horse 100 J TRANSPORTS
Ox 300 J ITEM PRICE
Pig 25 J Carriage 320 J
Sheep 25 J Cart 50 J
Wagon 120 J
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iii. playing the game
LODGING
ITEM PRICE
Terrible Lodgings (1 night) 3J
a
Room with a Bed (1 night) 5J
Private Room (1 night) 10 J
... with Meal +5 J
... with Hot Bath +5 J
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Keeping the Calendar
At the start of the game players may choose to use a Calendar system to keep
track of their events both on and off the road while introducing mechanics
that provide a more relaxed and faster game.
l BRUSHFIRE: A huge wildfire has overtaken the land upon the path
ahead. Was it produced by lightning, or worse?
l CROSSROAD: A crossroads tree that has plenty of hanged victims dan-
gling from its branches. Some are fresh and some are skeletal. Natives to
the area avoid conversation about it.
l ENCOUNTER: Suddenly a massive shadow blocks the sun. Looking up,
a gigantic amorphous shape floats downward rapidly, what is this!?
l SHRINE: You approach a small shrine aside the trail. There is 1d4 days
of fresh food and water and a few items. A sign by the altar asks any with
extra provisions to spare to pay it forward in exchange for good luck.
l A GIFT: You meet a traveling priest in rags on the road. He greets you
and offers a blessing to make your travels easier. You feel invigorated
and can easily walk a 1d4 extra miles today.
l QUAKE: The party hears/feels a deep rumble underneath the earth
directly below them.
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E
CALENDAR EVENTS
1. An injury from travel to one random PC (1d4 Health loss).
2. Issues with travel due to weather.
3. A large creature blocks the path ahead.
4. Clear weather and safe travels.
5. A hazard blocks the path ahead.
6. Someone finds an item on the road.
7. A merchant is found.
8. A group of thieves appear.
9-10. A Horror appears.
11-12. A Creature appears.
13. Severe weather: each PC loses 1d4 items in the panic.
14. Local festival.
15. Something unexplainable happens.
16. Someone learns magic.
17-19 Someone becomes Cursed (p. 62).
20. An Angel appears.
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Creating the Map
55 Creating Hexes
The Game Master should begin making the map by placing or drawing four,
one-mile hexes that are connected to one another; then, they should place a
Civilization of choice on one of these Hexes. The remaining Hexes may now
be populated by rolling on the Map Creation tables on the right, or using the
Landscapes there to create unique Hexes and their respective Locations.
The Game Master is encouraged to work with the Players to better describe
the Landscape of each of the available Hexes and write this result down as
the description of the Hex. The GM may also feel free to move forward with
their own plans and choose to not include the Players in this decision.
55 Adding Locations
Hexes are more often than not home to horrible creatures, aberrations, ha-
zardous wastelands, and things beyond our mind's comprehension.
The Game Master should pick 2-3 Locations from the table and spread them
out across the Map in order to provide the Players with places to explore. The
GM may also choose to go ahead and prepare the Locations for each Hex or
wait until the Players are closer to the Hexes.
55 Legends
Legends are stories passed down from person to person that tell of great trea-
sure, misfortune, wonder, and ruin.
The Game Master may choose to work with the Players on producing these
Legends, or may proceed with creating their own.
To begin, the GM should create 4-8 different myths, legends, or gossips: this
list should be used at opportune times to provide Players with suggestions and
clues surrounding the current area or a far off place. These Legends can also
be used to drive the main plot or provide the Player Characters with bonuses
upon finding them; their use is ultimately up to the GM.
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l LANDSCAPE: Roll 1d6 to determine the table used for creating this
Location. Once a table is selected, roll 1d12 to determine its Landscape.
l DESCRIPTION: This should be a sentence or two that helps to better
paint a picture of the Location or the things that live there.
CIVILIZATIONS MOUNTAINS
1. Small Settlement 1. Massive Plateau
2. Fortified Town 2. Steep Cliff
3. Inhabited Ruins 3. Field of Stones
4. Hidden Stronghold 4. Overgrown Castle
5. Fortified City 5. Narrow Cliff
6. Overgrown Town 6. Old Bridge
7. Large Shrine 7. Musty Cave
8. Dim Cavern 8. Abandoned Shack
9. Sizeable Fortress 9. Steep Incline
10. Destitute Castle 10. Withered Grove
11. Ruined Town 11. Dribbling Waterfall
12. Bloody Tower 12. Heads on Stakes
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PASTURE WASTELANDS
1. Burnt Buildings 1. Stone Bed
2. Rolling Fields 2. Barren Field
3. Lightning-struck Tree 3. Dried-up Lake
4. Small Farm 4. Broken Bridge
5. Moss-covered Field 5. Steep Hills
6. Broken, collapsed Trees 6. Plateau
7. Dilapidated Walls 7. Collapsed Mountain
8. Eerie Road 8. Destroyed Town
9. Small Lake 9. Healthy Tree
10. Field of Red Grass 10. Muddy Field
11. Tall Grass 11. Unstable Ground
12. Mass Grave 12. Pit of Bones
WATERWAY WOODS
1. Calm Stream 1. Massive Oak Tree
2. Violent Rapids 2. Shady Meadow
3. Polluted Canal 3. Small Thicket
4. Small Island 4. Abandoned Camp
5. Rushing Waterfall 5. Large Spiderwebs
6. Dried-up River 6. Carved Path
7. Babbling Brook 7. Swampy Pond
8. Large Lake 8. Claw Marks on Trees
9. Deep Lagoon 9. Clear Pond
10. Muddy Marsh 10. Old Ruins
11. Bubbling Pond 11. Hermit Hut
12. Putrid Lake 12. Bodies in Trees
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l In order to see where the group is going when traversing the world, at
least one Character must have a Map available in their inventory.
l If the travelers lack a Map (or an ability which allows them to navigate
without a Map), they must roll 1d6 to determine which of the surroun-
ding Hexes they move into: the nearest Hex to the north will be labeled
as 1 and in clockwise order each subsequent hex will increase by 1 value
until you have come full circle. The result of the die rolled determines
the Hex the Characters move to on the Map.
l When the Player Characters hear stories of far off places, explore the
world around them, and get lost without their Map, the Game Master
may create new Locations on the Map.
l Whenever the Characters decide to venture off to another Location,
they may simply choose one of the neighboring Hexes and move to that
Location. It will be up to the Game Master to determine how long it
may take to travel from Hex to Hex depending on how dangerous or
cumbersome the Location is to traverse given the Party’s current state.
Below is a quick guide for determining travel times from one Location
to the next. Keep in mind that these are suggestions: you may track
travel times as you wish within Red Giant.
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― Jean-Paul Sartre
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a Magic
Magic exists in 3 categories within Red Giant: Speech, Staves, and Orbs. These
three types of Magic are useful in their own regards and can all be used by
Player Characters. Aside from a Character's background or Exchange, it is up
to the Game Master to determine when and how magic is received.
The Game Master and the Players are encouraged to invent new spells and
effects that can be cast from these three categories of Magic, as part of the fun
of this game comes from inventing things within the world itself.
55 Speech Magic
The spell lists for Speech are composed of individual keywords that PCs can
string together to create their own individual spell concoctions and are belie-
ved to be handed down to humanity by the Birch people.
keywords are broken down into 3 categories:
Example: If a Player Character has the keywords "cone" and "fire", they can
expend the required Spirit in order to cast the spell "cone of fire".
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iv. of magic curses
&
a
by adding additional keywords; a Spell must always include one Modum
and one Spatium in order to be cast.
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iv. of magic curses&
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THE GRIMOIRES OF VIM
These keywords are capable of boosting the Effects of spells.
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55 Staves
Staves are usually composed of iron, wood, bone, or similar materials. Staves
have magical properties that can be activated whenever they come into con-
tact with something owned of proportional value to the spell being cast. For
instance, a spell that may heal someone's wounds may cost its weight in Joss
or be available through sacrificing objects that hold the same value.
Staves are usually created through rituals or inscribing runes upon them.
Unlike most Orbs, Staves are mostly passive, defensive, and able to continuo-
usly use their magical capabilities as long as the user has objects of equal value
proportional to that of the spell embedded within the Staff. All Staves are size
2 items unless otherwise stated.
Below is a list of example Staves and their proportional value in Joss.
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iv. of magic curses&
55 Orbs
Orbs are the most common form of Magic within Red Giant. Orbs cannot
be created but can be found across the world, usually buried in the muck and
mire, sold, or found within ruins. Orbs are one-time use spells that utilize
the user's Spirit in order to activate.
To activate an Orb the user simply crushes it within their hand and wills the
effects at their target. Orbs are categorized by their colors and their effects
can be inferred based on this; they are size 1 items unless otherwise stated.
Below is a list of example Orbs and their effects.
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Curses
Curses play a large part in the lore and gameplay of Red Giant.
In this world, various types of Curses are commonplace among people who
travel into dangerous lands. Curses can range from a ring that won't come
off all the way to being transformed into a horrible creature.
As time goes on, you can rest assured you will encounter these Curses. Game
Masters are free to hand out Curses as they see fit.
Player Characters are able to break Curses, but it should be considered rare
and extremely dangerous to embark on a journey for the remedies.
Some Curses are only temporary: the GM should let the party know if the
Curse is permanent or temporary upon acquiring it.
You are not limited to these curses and the Game Master is encouraged to cre-
ate unique and creative curses to bestow upon Characters and NPCs.
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iv. of magic curses
&
“The greatest hazard of all, losing one's self, can occur very
quietly in the world, as if it were nothing at all. No other loss
can occur so quietly; any other loss - an arm, a leg,
five dollars, a wife, etc. - is sure to be noticed.”
― Søren Kierkegaard
5. Until the Curse is lifted, the cursed Character constantly sniffs and has a
runny nose. Disadvantage on stealth, persuasion and deception Checks.
6. As the Curse is activated, the cursed Character’s hands detach from
their wrists and scuttle away, and new hands grow in their place. For the
rest of the day, every time they cast a spell, the same thing happens. The
hands remain animate until destroyed, and will do their best to make
terrible mischief.
7. Whenever the cursed Character comes into a hallway/corridor, they are
compelled to sprint at full speed to the end.
8. All of the cursed Character's equipment glows brightly for 24 hours.
9. It is always raining in a 5 ft cube around the cursed Character. The in-
tensity randomly varies from a drizzle to a downpour and can exist even
underwater or indoors.
10. The cursed Character perceives traps everywhere where none exist.
11. The cursed Character begins to weep tears of blood uncontrollably,
reducing their maximuby 1 for every hour the Curse remains active. The
cursed dies if this effect reduces its hit point maximum to 0.
12. The cursed Character must tell one significant lie every day.
13. The cursed Character gains the Werewolf Exchange (p. 32).
14. The cursed Character gains the Vampire Exchange (p. 32).
15. A perpetually magical darkness surrounds the cursed Character for 25
feet. It is transmittable by touch.
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16. When the cursed Character is killed for the first time each day, the
wounds heal and they instead stabilize. If they are not killed once a day,
they are permanently slain.
17. The material of the cursed Character's weapon changes to the next
material they touch.
18. Potions held by the cursed Character give a delusion effect.
19. The cursed Character receives at least one false vision a day.
20. The Curse makes the Character forcibly say gibberish every time they
cast a spell.
21. The cursed Character's skin becomes hot pink in direct sunlight.
22. The cursed Character loses d4 random letters of their name.
23. The cursed Character gains extreme sensitivity to moonlight.
24. The cursed Character cannot control the volume at which they speak.
Player rolls a d6 every time their Character speaks: even rolls are spoken
in a whisper, odd rolls are shouting.
25. The cursed Character begins aging at 5 years an hour. When they reach
100 years, they die, and an infant crawls from their body’s clothing. It
continues to age at the same rate until it reaches 20. It is the same Cha-
racter, with the same memories.
26. The cursed Character must consume two times the amount of food
and drink a normal person does to sustain themselves. They experience
terrible thirst and hunger pains.
27. The cursed Character is convinced they can talk to plants, despite ha-
ving no ability to do so.
28. The cursed Character's knees become fused. They lose the ability to run.
29. The cursed Character becomes aware of the exact time and date of their
death. They begin to believe that
30. The cursed Character's memories begin to become identical to those
of another Party member. Soon, the Character believes the other Party
member is imitating them.
31. Solid ground behaves like water and water behaves like solid ground for
the cursed Character, and for them only.
32. A heavy thunderstorm follows the cursed Character wherever they go.
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40. Until the sun rises on the following day, every person seen by the cursed
Character has the appearance of a Husk.
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BESTIARIUM
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― Friedrich Nietzsche
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Creatures, Monsters, and Horrors
Below you will find a list of some Creatures, Monsters and Horrors found
within the World of Red Giant. Feel free to tweak their individual stats as
needed to work within your game.
In addition to their Specials, each being is also capable of many other attacks
using their physiology. Work with everyone in your group to determine how
these Creatures, Monsters, and Horrors can attack and how they may behave
in and out of Combat.
OSR bestiaries and other bestiaries will also work with Red Giant, only
requiring minor tweaking when creating generic Creatures and Monsters
for Player Characters to face off against. In this list we highlight some of the
important Creatures, Monsters, and Horrors in the lands. Feel free to change
or alter these Creatures, Monsters, and Horrors as you wish.
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v. bestiarium
AMON
STR: 4 Defense: 2 Accuracy Check:
RFX: 6 Health: 20 STR + RFX
MND: 4 Spirit: 30 Damage Check:
CHA: 6 Sanity: 10 STR + CHA
Special: Fireball
Amon are capable of launching a fireball at their target
instead of using their normal attack (5 Spirit).
This fireball is capable of searing flesh, burning clothes, and
weakening armor in addition to its ranged benefits.
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II
BIRCH PEOPLE
STR: 4 Defense: 1 Accuracy Check:
RFX: 4 Health: 50 RFX + MND
MND: 10 Spirit: 20 Damage Check:
CHA: 8 Sanity: 10 MND + CHA
Special: Speech
Each of the Birch People has access
to any 6 keywords from the Speech
magic tables.
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v. bestiarium
III
THE BLEACHED
STR: 6 Defense: 0 Accuracy Check:
RFX: 4 Health: 15 STR + RFX
MND: 6 Spirit: 10 Damage Check:
CHA: 4 Sanity: 12 STR + STR
Special: Telepathy
The Bleached are capable of reading minds at will.
In addition to this, they are also capable of implanting
fear-inducing thoughts into their victims through a
MND + MND Competition Check with their target (3 Spirit).
Once Humans, these are people who have been exposed to the
sun for too long. Their appearance is composed of pale white skin,
red eyes, and an emaciated body with mangled flesh.
These creatures now ambush unsuspecting travelers and feast
on their bodies for entertainment, requiring no nourishment to
survive other than the light of the sun.
The Bleached also possess minor telepathic powers, allowing
them to intimidate their prey through
inducing fearful thoughts.
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IV
CHARRED
STR: 6 Defense: 0 Accuracy Check:
RFX: 8 Health: 10 RFX + MND
MND: 4 Spirit: 10 Damage Check:
CHA: 4 Sanity: 12 STR + RFX
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v. bestiarium
CONSTRUCTS
STR: 8 Defense: 6 Accuracy Check:
RFX: 4 Health: 35 STR + RFX -1
MND: 4 Spirit: 0 Damage Check:
CHA: 4 Sanity: 10 STR + RFX
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VI
CRYSTAL TOUCHED
STR: 4 Defense: 0 Accuracy Check:
RFX: 4 Health: 12 MND + MND
MND: 8 Spirit: 20 Damage Check:
CHA: 12 Sanity: 12 MND + CHA
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v. bestiarium
VII
THE DEEM
STR: 4 Defense: 0 Accuracy Check:
RFX: 4 Health: 10 RFX + MND
MND: 4 Spirit: 6 Damage Check:
CHA: 4 Sanity: 10 STR + STR
Special: Chattering
The Deem are able to unleash an echoing chitter that attracts
1d4 more Deem to the area within 1d4 turns (5 Spirit).
If Combat ends before this turn, the additional Deem
do not appear.
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VIII
FAIRY
STR: 4 Defense: 0 Accuracy Check:
RFX: 6 Health: 30 RFX + MND +1
MND: 4 Spirit: 35 Damage Check:
CHA: 4 Sanity: 10 RFX + MND
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v. bestiarium
IX
GARGOYLE
STR: 6 Defense: 10 Accuracy Check:
RFX: 4 Health: 15 RFX + MND
MND: 4 Spirit: 25 Damage Check:
CHA: 4 Sanity: 10 STR + MND
Special: Scream
Gargoyles are capable of producing a high pitched
shriek upon appearing, which allows it to act first
during the first round of Combat (6 Spirit).
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X
GIANT
STR: 12 Defense: 0 Accuracy Check:
RFX: 6 Health: 45 STR + RFX -1
MND: 4 Spirit: 0 Damage Check:
CHA: 4 Sanity: 14 STR + RFX +1
Special: Quake
Giants are able to pound the earth and create a
small earthquake. Each Character must make a STR + RFX
Competition Check against the Giant: upon a success they
withstand the quake, upon a failure they take 1d6 damage and
must use an action during the next round to stand up.
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v. bestiarium
XI
HUSKS
STR: 4 Defense: 0 Accuracy Check:
RFX: 4 Health: 15 STR + RFX
MND: 4 Spirit: 5 Damage Check:
CHA: 4 Sanity: 8 STR + STR
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XII
INCUBUS
STR: 4 Defense: 0 Accuracy Check:
RFX: 4 Health: 10 MND + CHA
MND: 4 Spirit: 10 Damage Check:
CHA: 4 Sanity: 10 STR + MND
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v. bestiarium
XIII
LICH
STR: 4 Defense: 1 Accuracy Check:
RFX: 4 Health: 30 RFX + MND
MND: 10 Spirit: 50 Damage Check:
CHA: 4 Sanity: 12 MND + CHA
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XIV
LILLITH
STR: 4 Defense: 0 Accuracy Check:
RFX: 4 Health: 12 RFX + MND
MND: 4 Spirit: 20 Damage Check:
CHA: 4 Sanity: 10 STR + MND
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v. bestiarium
XV
MAIDENS
STR: 6 Defense: 6 Accuracy Check:
RFX: 6 Health: 35 RFX + MND
MND: 10 Spirit: 100 Damage Check:
CHA: 8 Sanity: 10 STR + MND
Special: Barrier
The Maiden is capable of producing a large barrier of
white light that prevents creatures and horrors from entering
that which they protect.
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XVI
MAIMED
STR: 8 Defense: 2 Accuracy Check:
RFX: 6 Health: 30 RFX + MND
MND: 4 Spirit: 10 Damage Check:
CHA: 4 Sanity: 10 STR + RFX
Special: Attributes
Maimed are able to utilize the different attributes of the
creatures it is composed of. (Flight, roaring, speed, venom, etc.)
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v. bestiarium
XVII
ROSEMARY
STR: 4 Defense: 0 Accuracy Check:
RFX: 4 Health: 15 RFX + MND
MND: 8 Spirit: 15 Damage Check:
CHA: 6 Sanity: 10 MND + CHA
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XVIII
SUCCUBUS
STR: 4 Defense: 0 Accuracy Check:
RFX: 4 Health: 30 RFX + MND
MND: 8 Spirit: 35 Damage Check:
CHA: 8 Sanity: 10 MND + CHA
Special: Shapeshifting
A Succubus is able to transform into any humanoid at will (8 Spirit).
Each transformation takes roughly 1 minute and may not be
accurate if copying another humanoid's likeness.
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v. bestiarium
XIX
TROLLS
STR: 6 Defense: 1 Accuracy Check:
RFX: 6 Health: 25 STR + RFX
MND: 4 Spirit: 10 Damage Check:
CHA: 4 Sanity: 10 STR + STR
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XX
WASPS
STR: 4 Defense: 0 Accuracy Check:
RFX: 6 Health: 15 STR + RFX
MND: 4 Spirit: 20 Damage Check:
CHA: 4 Sanity: 12 STR + STR
Special: Hive
Anytime a Wasp appears, roll 1d4 to determine how many
other Wasps appear. This does not stack with the Wasps that
appear alongside it (10 Spirit).
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v. bestiarium
55 Horrors
Beings that defy the very laws and nature of our world and entities that cause
destruction wherever they go, Horrors are the number one threat to life itself
within the world of Red Giant. These entities often strike fear so deeply into
their victims' hearts that even the bravest soldier may turn and run to escape
the abysmal threats looming before them.
THE ATROPHY
STR: ?? Defense: ?? Accuracy Check:
RFX: ?? Health: ?? ??
MND: ?? Spirit: ?? Damage Check:
CHA: ?? Sanity: 14 ??
Special: Dissolve
The Atrophy can dissolve the flesh and bone of humans upon
contact, making it one of the most dangerous things to encounter;
if it lingers long enough, it can also dissolve metal and more.
A massive cloud of gas that appears to drift down from the sky and
spread across the land. Those who have lived to tell of its existence
report hearing a loud horn echo from the sky upon its descent, and
the sound of children's cries coming from within the cloud.
The Atrophy has no known weaknesses and will melt anything
it comes into contact with it, given enough time; it can instantly
melt bone. While the Atrophy is incredibly dangerous, it usually
only appears for a few minutes at a time.
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II
THE BEAST
STR: 8 Defense: 2 Accuracy Check:
RFX: 6 Health: 70 STR + RFX
MND: 4 Spirit: 20 Damage Check:
CHA: 4 Sanity: 14 STR + STR
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v. bestiarium
III
THE BEHEMOTH
STR: 10 Defense: 2 Accuracy Check:
RFX: 6 Health: 75 RFX + RFX
MND: 8 Spirit: 0 Damage Check:
CHA: 4 Sanity: 14 STR + RFX
Special: Calcification
The Behemoth is able to regrow any part of its body:
each time The Behemoth takes damage it recovers
1d4 Health immediately.
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IV
THE DRUID
STR: 8 Defense: 3 Accuracy Check:
RFX: 10 Health: 45 STR + RFX
MND: 6 Spirit: 5 Damage Check:
CHA: 6 Sanity: 8 STR + STR
Special: Cursed
Upon engaging in Combat with The Druid, each
Character that is part of the Combat receives a Curse (5 Spirit).
A titan-like creature with many arms and legs that nests inside
of large trees, rumored to be the last of its kind.
Legends say The Druid silently judges those who walk past
them and blesses those still pure of heart but curses those
who are wicked.
At night the loud snaps of branches and falling trees can be
heard as The Druid travels across the canopy.
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v. bestiarium
THE FLESH
STR: 8 Defense: 4 Accuracy Check:
RFX: 6 Health: 200 STR + RFX
MND: 10 Spirit: 20 Damage Check:
CHA: 4 Sanity: 14 STR + RFX
Special: Consume
Upon making contact with a human or animal, the Flesh will begin
to merge the body of its target with its own. This process is usually
completed in under a minute if not interrupted (2 Spirit).
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VI
HOUND OF HUNTING
STR: 8 Defense: 0 Accuracy Check:
RFX: 10 Health: 45 STR + RFX
MND: 4 Spirit: 25 Damage Check:
CHA: 4 Sanity: 8 STR + RFX
Special: Tentacles
Each turn, 1d6 tentacles protrude from Hound of Hunting’s
body and swat at the targets. Each tentacle uses 1d8 for accuracy
and 1d8 to calculate damage (5 Spirit).
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VII
IDOLS
STR: 6 Defense: 6 Accuracy Check:
RFX: 6 Health: 45 RFX + MND
MND: 12 Spirit: 20 Damage Check:
CHA: 6 Sanity: 14 MND + CHA
Special: Blasphemy
Idols are capable of reducing the Sanity of a target by
1 during each round of Combat (2 Spirit).
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VIII
LAUGHTER
STR: ?? Defense: ?? Accuracy Check:
RFX: ?? Health: ?? ??
MND: ?? Spirit: ?? Damage Check:
CHA: ?? Sanity: 10 ??
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LEGION
STR: 8 Defense: 2 Accuracy Check:
RFX: 4 Health: 80 RFX + MND
MND: 10 Spirit: 100 Damage Check:
CHA: 10 Sanity: 16 STR + MND
Special: Conformity
Legion may probe those with weak minds and brainwash them to
join it. Upon making eye contact with Legion, each Character must
make a MND + MND Check with a target number of 8: upon failure
they hear the promising chants and are absorbed into Legion unless
Combat is initiated with the being. Upon a success, Legion is unable
to penetrate their mind and nothing happens (30 Spirit).
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LORDS
STR: 12 Defense: 2 Accuracy Check:
RFX: 4 Health: 45 STR + RFX
MND: 10 Spirit: 50 Damage Check:
CHA: 6 Sanity: 12 STR + RFX
Special: Orbweaver
Lords are able to use and create any Orb
magic (p. 61, 10 Spirit).
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THE MUSE
STR: 12 Defense: 4 Accuracy Check:
RFX: 8 Health: 125 STR + MND
MND: 12 Spirit: 20 Damage Check:
CHA: 6 Sanity: 16 STR + MND -1
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SCENARIOS
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“You look at where you're going and where you are and it
never makes much sense, but then you look back at where you've been
and a pattern seems to emerge.
And if you project forward from that pattern,
then sometimes you can come up with something.”
― Robert M. Pirsig
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a Dryspell
The following Scenario is designed to provide a map, a location and a loose
plot that can be used to craft your own game of Red Giant.
Feel free to change or modify the elements of this Scenario as you wish.
55 Overture
The scenario begins with the Party as part of a familiar caravan entering the
city of Leolis, named after their own ailing king who rescued the city from
horrors many years ago.
Upon approaching Leolis, the caravan notices that their home's walls are
crumbling, the wells have run dry, and the people are being savaged by a
mysterious influx of monsters within the city walls.
55 Hook
As soon as your Party begins the game, let them know that they have come
home to discover that their kingdom is in shambles.
When they arrive in Leolis, a lady approaches the caravan to gather mercena-
ries, warriors, and anyone else that may be of aid to the fallen kingdom.
She urges them to come with her and see the king right away.
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55 The Audience
The King will then grant the willing adventurers from the caravan an au-
dience and explains that the Yggdrasil tree has begun to wilt for an unknown
reason. He will request that the adventurers help save the town by slaying
the local monsters and aid in finding out the cause behind the drying of the
wells and the wilting of the Yggdrasil.
To help the Party get started, King Leolis will give them 2500 Joss,
which the Party can make use of to equip themselves properly. In order
to receive this sum, however, they must first slay the nearby monsters.
l You may follow the Map shown on the next page in order to label and
create your Hexes, or create your own.
l Make sure to read over the scenario and create any NPCs you want to
interact with the Characters ahead of time.
l Make sure to plan events before playing with your friends, but keep
them loose and malleable in order to better flow with the Player
Characters' choices.
l Choose a handful of Monsters, Creatures, and Horrors from the list to
populate these lands with and introduce them whenever appropriate.
l Make sure that everyone (including you!) is having fun.
55 Location 1: Leolis
A crumbling and familiar town that has suffered famine, droughts, and
the invasion of monsters, Leolis is a dreary place with danger lurking at
every turn. Regardless, the local people have their faith and remain in their
boarded up homes, hoping to one day return to a relatively peaceful lifestyle
within these cursed lands.
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55 Location 2: Alune
A simple town that rests in the mountains above Leolis, Alune consists of
many stone buildings that have been built by common people and roads
made of dirt and stone.
Alune is a relatively peaceful town with no looming threats, allowing the
inhabitants to experience a feeling of serenity rarely found throughout the
world. The town has many shops, churches, and even taverns to relax at,
although the prices for everything here are increased due to living on the
mountain.
Upon talking to the locals here, the Party may find that several of them
have recently seen some kind of fireball crash into the Yggdrasil.
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55 Location 3: Orepaw
A small town built into the base of the mountain, Orepaw and Alune share
a trade route through the winding and steep cliffs of this shared mountain.
The town is home to many talented blacksmiths: Characters will have no
problem finding items and weapons within this dirty, yet quaint town.
Upon entering the gate, the Party will notice that the wells seem to be
dry here as well, and the locals are concerned over the lack of available
water as many consider relocating to Alune or neighboring towns; a
fountain responsible for supplying Orepaw with water just outside of
the town's walls appears to be densely surrounded by monsters.
Will the Characters investigate it?
55 Location 4: Petra
Petra is a large subterranean town and home to the Fountain of Fall.
The entrance to Petra is a large gate that leads down through a cave and
opens up into a massive cavern lit by torches.
Upon entering the town, the Party will discover that it has been aban-
doned and the fountain has been destroyed. What happened here?
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55 Location 5: Hail
Less of a town and more of a small settlement along the road, Hail is a place
littered in tents, debris, sick people, and criminal activity.
Hail is a disgusting pile of land, but may prove worthy of a visit if low
on supplies. It is the last stop before the Party reaches the Yggdrasil tree,
so they should make sure they have everything they need.
Upon arriving at the entrance, the Party sees that the tree is decaying
and weak, much like their very town of Leolis. They should prepare
themselves, as many dangers lurk within the tree.
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THE UNCLEAN
STR: 8 Defense: 3 Accuracy Check:
RFX: 6 Health: 65 RFX + MND
MND: 8 Spirit: 20 Damage Check:
CHA: 4 Sanity: 14 STR + RFX
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55 Overture
The scenario begins within The Veil, a large city protected by several Maidens
which are thought to ensure the survival of their people.
Recently, these people of The Veil have come to suffer from an unknown pla-
gue which slowly corrodes the mind and turns the skin a pale blue. Victims
of this plague have been noted to have icy skin and act irrationally until their
inevitable demise.
The people of The Veil have become hopeless but a cure has been found in the
form of a plant called Nightshade, which only grows in the Sun’s Iris region
of High Country.
Families of those afflicted have set bounties on the retrieval of this plant and
the kingdom within the veil have promised to reward those who are able to
bring back large supplies with small fortunes, ensuring an early retirement
from venturing into the scorched and twisted lands outside of The Veil.
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55 Hook
As soon as your Party begins the game, produce a bounty or request from the
kingdom that they may take in order to advance the story. This bounty may
come in the form of an announcement within the city square or a simple
request from an old woman who wishes to see her son return to health: the
choice is ultimately yours.
The Veil is a large place filled with many vendors, services, and people
of all kinds. Though this is a time of plague, not all of these services
and shops may be available within the Veil. Regardless, each Player
Character should make the most of their time within The Veil before
setting off, as this may very well be the last time they encounter any
form of civilization.
l You may follow the Map shown on the next page in order to label and
create your Hexes, or create your own.
l Make sure to read over the scenario and create any NPCs you want to
interact with the Characters ahead of time.
l Make sure to plan events before playing with your friends, but keep
them loose and malleable in order to better flow with the Player
Characters' choices.
l Choose a handful of Monsters, Creatures, and Horrors from the list to
populate these lands with and introduce them whenever appropriate.
l Make sure that everyone (including you!) is having fun.
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55 Location 2: Lowlands
Home to The Veil and at one point a great hub for trade and commerce, the
Lowlands are now a dangerous but common place for travelers and adven-
turers to tread in groups. The Lowlands are an area of rolling hills and large
trees directly outside of The Veil, which still have an essence of beauty even
underneath the cursed sky.
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55 Location 4: Labyri
Just beyond the Red Plains is a large labyrinthian structure covered in dirt
and plant life that seemingly emerged from the ground itself at some point
in the past.
Rumor has it that Labyri was an old stronghold created by an ancient race to
conceal their most valued secrets. Those who have ventured into its walls tell
stories of many treasures and just as many traps.
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55 Location 6: High Country
At long last, the end of the Party's journey will be in sight: a large plateau
that sits high atop the western region is home to what has become known as
High Country. It is a place devoid of most flora and fauna found in other re-
gions of the world; famously home to the mysterious beings known as the 13
Kings, High Country has been known to attract some of the most dangerous
Creatures and Monsters ever to set foot on the planet.
The sun here is strong enough to turn someone into a Bleached, unless they
travel with the proper coverings.
l HALL OF THE KINGS: A mesa within the High Country that has been
excavated and transformed into a large tomb. On the outside of this
tomb are symbols engraved with gold and two large doors that seem
to have swung open with tremendous force, knocking them off their
hinges. Inside this tomb is the Hall of the Kings, a vast corridor with 13
different massive doors assumed to be the former home of the 13 Kings.
Legend tells of spirits and treasures that still remain within the confines
of these walls, but no one has ever been seen alive after entering the
Hall of the Kings. If they wish, the Party may journey within it.
The kingdom now lays in ruins and is teeming with Monsters, making
it a perilous place to explore. Unfortunately, if they wish to travel to
their final destination, the Party must go through God’s Valley and
steel themselves for the trouble within its walls.
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THE FALSE GOD
STR: 6 Defense: 4 Accuracy Check:
RFX: 8 Health: 50 RFX + MND
MND: 8 Spirit: ??? Damage Check:
CHA: 6 Sanity: 16 STR + RFX
Special: Summoning
The False god does not attack others during Combat, instead
summoning a random Monster or Creature from thin air to fight
in its stead. The False God is capable of summoning a new Monster
as soon as the previous summon has been defeated.
This Special can be activated even on others' turns.
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Thoughts & Notes:
Thoughts & Notes:
You may also download this sheet from www.rookiejet.com
Further Despair:
WEBSITE
www.rookiejet.com
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https://discord.com/invite/g2ZhXMJ
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https://www.reddit.com/r/Redgiantrpg/
TWITTER
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No one knows how the Red Giant came to be: some people believe it
was an act of god, some believe it was due to ancient technology, but no
matter how this planet became cursed, it is clear that