Flesh Giant

In Tharkold society, there is a place for everything, and everything knows its place. The Tharkoldu are trapped by the Law of Dominance as much as they are helped by it. The Race tries to use the Law to their advantage, while avoiding the penalties. But the Race is playing a dangerous game. For the forces of nature cannot be toyed with without serious repercussions...

When first discovered by Race scouts investigating the disappearance of outlying towns, these grotesque amalgams of the human form, the smallest standing over three stories tall, were thought to be yet another atrocity of the Tharkoldu. What they actually are is much more horrifying. For centuries, the Race has confounded the Tharkoldu, and the Law of Dominance, by working together to solve problems. But it is not without its price. Occasionally, the pressure builds, and the Law must be appeased. Flesh Giants are that release. For no apparent reason, entire communities come together, forming huge legs, torsos, arms, and heads through the most precarious and obscene acrobatics. Though each individual body is still discernable in the giant mass of humanoid flesh, each mind has given itself over fully to the group, and performs only as the system it now imitates. A place for everyone, and everyone in their place.

With all conscious will focused on the task of keeping the Flesh Giant together, these creatures roam mindlessly across the countryside, destroying everything in their path. Due to the extreme forces of Domination at work on these creatures - or possibly the human spirit of competition, another possible explanation of the Giant's origins - Flesh Giants will always attack one another, until one or both are dead. (Due to the stresses involved in supporting the Giant's mass, the individual bodies are most often dead - or better off dead - soon after the first steps are taken.) Flesh Giants are too single minded to pay attention to anything not their own size, unless forced to - usually by Race artillery units that are soon decimated themselves. Demons find these monstrosities quite humorous, and can often be found following these creatures and wagering numbers of slaves on the outcome of their battles.

Domain: Flesh Giants can be found anywhere on Tharkold, but they are usually formed from smaller village-like encampments, and soon wander into the Dead Lands. It is not unlikely that similar creatures will soon be seen in L.A.

Base Flesh Giant

DEXTERITY 8
Unarmed 13, missile weapons 12
STRENGTH 25
Lifting 28
TOUGHNESS 25
PERCEPTION 6
Trick (25)
MIND 4
Test (25)
CHARISMA 5
Taunt (25), persuade (25), charm (15)
SPIRIT 25
Intimidate 26
Additional Skills: none
Possibility Potential: none
Natural Tools: none

Note: The above stats are for a Flesh Giant composed of approximately 1,000 people. For Giants of more (or less) people, the DEX, TOU, STR, and SPIRIT will be 10 + Many-on-One value of the number of people forming the Giant. (1,000 is a value of 15. 10 + 15 = 25 = Stat.) The other stats are limited by the Giant's formation, and are rarely different than those listed above. Possibility rated individuals are never forced to become part of a Flesh Giant (hence the Possibility Potential), but could join willingly into the mass when it is being formed. It is unlikely that the addition of a single possibility rated individual would affect the Giant, though it might gain a little more ability and possibly a little more consciousness would be added to the gestalt. It is inconceivable that a significant number of possibility rated individuals would willingly enter into such a covenant, but these are desperate times on Tharkold....

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