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PostPosted: Tue Apr 26, 2011 8:29 pm 
Cosmic Mongoose

Joined: Tue Dec 13, 2005 12:32 pm
Posts: 2658
Location: Ireland.
@ DramaticExit

I agree with the Eleint, but thats why I said aside from Eleint. Sorry if I wasn't clear about that, but I completely agree.

Moranth sound like fun to do next.

I saw that Wikipedia article indeed, a lot of info there to assist with it.

@ Da Boss

Point 1: Experience

Both would be good. I mean if this is going to be a Malazan RPG for Runequest, rules for basic charactes, as well as the makers and shakers of the world would both be included. While I have no doubt how much fun it would be to make rules for Rake, I don't think I could do it justice, personally.

Point 2: PC power levels

I never played Stormbringer, so I couldn't comment either way, but high power level games are fun too.

Point 3: Stats and things

Well, yes, with older or more skilled pcs. Suggestions are always productive though.

Point 4: Age, level and experience

They sound good, better copy and paste them into the 'master file' if you don't mind. Maybe with regular Tiste characters, due to age, they could roll an extra 1 or 2 times on the background event table?

Point 5: A bit of fun

That's cool. I have a tendancy to rub people the wrong way, and read people incorreclty. Meant no disrespect by asking. It seems like theres going to be a lot of work for the human subspecies and stuff.

Maybe there could be add ons on top of cultural backgrounds, like regional backgrounds or something for Mongoose Hawkmoon first edition, but it could be stat increases and other things, not necessarily just skill increases?


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PostPosted: Fri May 06, 2011 6:10 pm 
Cosmic Mongoose

Joined: Tue Dec 13, 2005 12:32 pm
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Location: Ireland.
Since there does not seem to be all that much going on here, I thought I'd post some more rules.

Barghast Draft 2:
===========

The Barghast are a pasotral nomadic warrior society found on numerous continents. Their society is organised into Tribes, further split into castes. Clan markings are applied to different hunter groups in woad tatooing. Barghast are also known for having an odd sense of humour.

Characteristics
==========
STR 3d6 + 6
CON 3d6 + 6
DEX 3d6
SIZ 3d6 + 6
INT 3d6
POW 3d6
CHA 3d6

Special Rules
==========
Movement: 4m


Last edited by Mage on Sat May 14, 2011 12:42 am, edited 2 times in total.

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PostPosted: Fri May 06, 2011 6:22 pm 
Cosmic Mongoose

Joined: Tue Dec 13, 2005 12:32 pm
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Location: Ireland.
Jaghut Draft 3:
==========

The Jaghut are one of the founding races. They are solitary, powerful beings who once dominated much of the world after the eradication of the K'Chain Che'Malle.

The Jaghut are taller and broader than humans, with tusked lower jaws. Their skin is grey-green and hair is generally grey. They possess two hearts, and possibly duplicates of other organs, in a manner similar to that of the Thelomen Toblakai. The Jaghut are extremely long-lived (essentially immortal in the sense that they will not die except through violence or accident), and capable of inter-breeding with humans and Thelomen Toblakai. Whether the offspring are viable is unknown.

They are adapted to living in a cold climate, and generally prefer an Arctic environment. The Jaghut primarily use the Warren of Omtose Phellack, an Elder racial Warren that allows them control over great areas and is generally tuned towards magics of ice, cold, stasis and preservation. The Warren can also produce effects of 'stagnation', isolating whole continents from the rest of the world. In one case, this prevented the magic of the continent of Lether from evolving for over 300,000 years.

The Jaghut do not gather in locations or create communities. They see community leading to power over others (by the civic leaders), leading to dominance, hunger for power, slavery and a downward spiral into tyranny over all other living things. Instead, they prefer solitary towers as dwellings, usually living with only their closest family. Despite this tendency towards isolation, their parental instincts are very strong, which has resulted in a scaling up of conflicts with the T'lan Imass - if a parent is attacked, their spouse and children will come to fight with them, and vice versa. This can result in considerable devastation due to the scales of sorceries involved.

The exception to the rules of isolation are the rare Jaghut known as Tyrants, for whom conquest and rule is an unslakable thirst. These individuals will use their powerful magical capabilities to enslave and dominate other races. In the most recent novel, "Toll the Hounds", it was hinted that Jaghut once had great civilizations. The reasons for why their fall happened and why the Jaghut live in solitude is due to the uprising of their slaves, the Imass.


Characteristics
===========
STR 3d6 + 3
CON 3d8 + 9
DEX 3d6
SIZ 3d6 + 3
INT 3d6
POW 3d8 + 9
CHA D6 + 2

Special Rules
==========
Movement: 5m
Traits: Nautral armour 1 on all locations, natural weapons.

*Changed Traits, move value, CON and DEX.
**Added Natural weapons, removed bracketed numbers.


Last edited by Mage on Sat May 14, 2011 12:43 am, edited 2 times in total.

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PostPosted: Mon May 09, 2011 7:53 pm 
Cosmic Mongoose

Joined: Tue Dec 13, 2005 12:32 pm
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Location: Ireland.
Here is a draft on the Moranth, not quite finished, but here goes.

Moranth Draft 1:
===========

" In our eyes deeds have measure. We judge. We act upon our judgements. As in Pale, we match spirit with spirit...Eighteen thousand seven hundred and thirty-nine souls departed in the purge of Pale. One for each Moranth confirmed as a victim of Pale’s history of enmity towards us. Spirit with spirit, Bird That Steals...There are worms within your empire’s flesh. But such degradation is natural in all bodies. Your people’s infection is not yet fatal. It can be scoured clean. The Moranth are skilled at such efforts."

The Moranth are a mysterious and reclusive race of humanoids residing upon the continent of Genabackis. They reside in cities built in their native territory of Cloud Forest, though no outsider has ever claimed to have seen these settlements. The Moranth are never seen without their armor, which has been described as making them look insect-like. They are one of several races descended from the ancient Imass, and are divided by a strict caste/clan system. Different clans are determined by the color of armor they wear. They are a divided people, each caste in fanatic competition with each other. During the reign of the Malazan Empire, the Silver Moranth clan dominated the Moranth clans. The Moranth defy the cliche of barbaric peoples, and are said to have Annals and written histories dating back seven thousand years.

The Moranth are renowned for their alchemical prowess.The Moranth munitions they gave to the Malazans completely changed the practice of warfare for the Empire, being a major contribution to the success of the Genabackian campaign. Their method of transport is unique among Genabackian society, having tamed the airborn insect-like creatures, the Quorl.

The Moranth have contributed greatly to many Malazan military campaigns. Notably, in the books we have seen the Moranth and their sense of vengeance when they breached the city of Pale, after the bloody siege that took place there. Also, they are noted for their contributions during the siege of Coral, where they transported the Bridgeburners into the city. During that battle, they dropped munitions on the city and also transported more soldiers into the city after the Bridgeburner's preemptive strike.

The Moranth share ties with the Barghast, due to their mutual ancestors, the Imass. They consider the Barghast their Fallen Kin, though the Barghast see otherwise. They speak the same language as the Barghast shouldermen, which Cafal claims is: "the language that rose from the pit of darkness from whence all thought and all words first came."

Considering their ancestry, it is fair to say their language is possibly derived from the ancient tongue of the Imass, and may even be that same language. Cafal's claims to it being the first language are suspect however, due to the K'Chain Che'Malle race of sentient lizards predating the rise of the Imass. All in all, it is fair to say the Moranth speak a language derived from the Imass tongue, and is probably one of the oldest tongues among the manifold human populations of the Malazan world.

The Moranth have had contact with the Tiste Edur as well. The Edur appear to have arrived at Cloud Forest due to the presence of a piece of the shattered warren, Kurald Emurlahn, where they encountered the Barghast who came to be known as the Moranth. The Edur were few and the Moranth welcomed them. The Edur exchanged ideas with them, and taught them alchemy, without which, they may never have come to prominence by producing their explosive munitions.

The Moranth are broken down into a caste based clan system, colours denoting different clans.

Green Moranth - Mainly a courier and transport clan
Black Moranth - Main Infantry
Gold Moranth - Elite Infantry
Blue Moranth - Sailors and Traders
Silver Moranth - Moranth mages, thought to be the creators of Moranth munitions

Characteristics
==========
STR 3d6 + 3
CON 3d6 + 3
DEX 3d6
SIZ 3d6 + 6
INT 3d6 + 3
POW 3d6
CHA 3d6

Special Rules
==========
Movement: 4m
Traits: All Moranth characters start with a suit of armour made from Insect Hide. This provudes 3 armour to all locations and is fully enclosed, but anything checks made relating to sight are at a -10 penalty due to the helmet.


Last edited by Mage on Sat May 14, 2011 12:25 am, edited 2 times in total.

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PostPosted: Mon May 09, 2011 9:14 pm 
Cosmic Mongoose

Joined: Tue Dec 13, 2005 12:32 pm
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Location: Ireland.
Assuming people are still following the thread, I have a suggestion for the provision of Otataral. Namely, that it be given out at GM discression. I mean, being immune to magic is pretty good. How much would it cost? I unsderstand it's pretty rare. Just wondering what people's thoughts are.


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PostPosted: Fri May 13, 2011 6:05 pm 
Duck-Billed Mongoose

Joined: Thu Feb 03, 2005 11:04 pm
Posts: 2232
Location: Drowning in acid on Freya's Prospect
Apologies for forgetting about this. I seem to be getting very distracted lately.

Some comments for you.

Barghast are decendants of the Imass that did not participate in the Ritual of Tellann. As far as I remember, they also tend to use a lot of different weapons, it could be based on Tribal preference. I believe they are also found on all continents.

Jaghut looks good. More is revealed about them in one of the later books.

Moranth looks good, although I'd replace references to T'lan Imass to just Imass (that Ritual of Tellann again). Imass and T'lan Imass being two very different things.

Otataral more is revealed in later books. Not sure how far you have read in the series.

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PostPosted: Fri May 13, 2011 6:12 pm 
Chief Mongoose

Joined: Wed Jan 31, 2007 5:49 pm
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Location: UK
Mage wrote:
Assuming people are still following the thread, I have a suggestion for the provision of Otataral. Namely, that it be given out at GM discression. I mean, being immune to magic is pretty good. How much would it cost? I unsderstand it's pretty rare. Just wondering what people's thoughts are.


Still following with interest but work keeps interfering with life !!

IIRc Otatarel only grants immunity to the magic geneated by the newer Warrens but not the Eldar Holds?

I think you are right - its not something you can normally buy - only be granted access to by people like the Empress. I'll have to have a look at the second book as IIRC that talks a bit about the Oratarel mines?

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PostPosted: Fri May 13, 2011 6:49 pm 
Stoat

Joined: Fri Apr 22, 2011 10:11 am
Posts: 51
Yep still following with interest here :)

Re: Otataral, perhaps include also an option for partial physical immunity that, for example, Karsa Orlong had due to years of intimate exposure.


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PostPosted: Fri May 13, 2011 11:17 pm 
Cosmic Mongoose

Joined: Tue Dec 13, 2005 12:32 pm
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Location: Ireland.
Thanks guys!

I will ammend above posts with your suggestions, and take them all into note.

Real moral boost with yout encouragement! Thanks!


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PostPosted: Sat May 14, 2011 5:48 am 
Cosmic Mongoose

Joined: Tue Dec 13, 2005 12:32 pm
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Location: Ireland.
I have tweaked a few of the above posts by myself. I will add a piece on equipment unique to the setting over the next few days. In the long term I'll try to do a few proffessions, as well as a few regional backgrounds


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PostPosted: Sat May 14, 2011 10:57 am 
Duck-Billed Mongoose

Joined: Thu Feb 03, 2005 11:04 pm
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Location: Drowning in acid on Freya's Prospect
Da Boss wrote:
IIRc Otatarel only grants immunity to the magic geneated by the newer Warrens but not the Eldar Holds?


Yes, a T'lan Imass uses his magic in the presence of a drawn otataral sword in the first book.

Da Boss wrote:
I'll have to have a look at the second book as IIRC that talks a bit about the Oratarel mines?


Yes, the mines are mentioned in the second book, there may also be some relationship between the Jade Statues and the Otataral. There are also hints in later books relating to the fall of the Crippled God. And an Otataral dragon.

DramaticExit wrote:
Re: Otataral, perhaps include also an option for partial physical immunity that, for example, Karsa Orlong had due to years of intimate exposure.


I'd forgotten about that. There was clues that the Toblokai's Blood Oil contained Otataral.

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PostPosted: Sun May 22, 2011 12:51 pm 
Cosmic Mongoose

Joined: Tue Dec 13, 2005 12:32 pm
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Location: Ireland.
Otataral
=====


This is an ore, reddish in colour, that has the ability to negate magic in an area around it. One of its uses is by the Malazan Empire for mage-killing purposes.

Null Zone

Magic does not affect Otataral. If someone is holding it on their person, hodling a weapon infused with it, or has an item (say armour or jewellry) on them made with Otataral ore, the bearer is not affected either.

Rare Commodity:

Otataral cannot be normally purchased. It is to be given out to players at the Games Masters discression, or to be an award for quests, or used in a scenario where appropriate.

Unknown Origin

Though valuable and sought after, the history behind Otataral is not fully known. Magic from Elder Warrens is not affected in any way by Otataral.

Valuable

Should a player decide to sell Otataral, varying depending on where they go, they should receive 100,000 silver per kilogram of Otataral.



Questions:

What is the currency in the setting? Or should I just continue to use silver as per standard Runequest?

Is there anything I am leaving out? Such as long term exposure effects or anything?


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PostPosted: Sun May 22, 2011 1:33 pm 
Cosmic Mongoose

Joined: Tue Dec 13, 2005 12:32 pm
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Location: Ireland.
Moranth Munitions
============


Moranth munitions are explosive devices that were introduced to the Malazan Empire after their alliance with the Moranth. It revolutionized the role of sappers amongst the Malazan military structure.

Moranth munitions are alchemical munitions. In all other respects they are mundane weapons. Opened Warrens draw their explosive force.

Types:

There are several types:

> Cusser (the big one, the one nobody should ever throw)
> Sharpers (shrapnel grenades)
> Burners (incendiary)
> Smokers (smoke)
> Sharpers (shaped charge).

Later variations of the munitions were created via the demands of the Malaz sappers, such as the sharper.

Use in the Malazan Army:

Generally, exposure to air ignites the contents of each munition. The challenge in using them, and indeed the main job of Malaz sappers, lies in devising means of piercing the clay shell* (or spike, in the case of a sharper). While throwing them is simple, it is not completely safe, but slow-fuse munitions can also be hit and miss.

In the Malazan Empire, sabotage had become an art, the precise equation of clay thickness and acid strength is tricky, and few sappers have survived to learn from their mistakes.

*Applying a slow-working acid worm-hole to the unfired clay shells.

Use by the Moranth

The Moranth liked dropping them from high overhead in their Quorls. Originally, before the dominance of the Silver caste among the Moranth, the munitions existed to counter sorcery, or, rather, to kill sorcerors. Now, since the Silver are mages, the munitions are strictly export items only, and it seems supply is drying up .

Availability

Moranth Munitions are powerful and dangerous. They should not be normally allowed to certain types of player characters. That is not to say use of them should be banned entirely from play.

Malaz army Sapper characters s should be able to be supplied by their army's quatermaster with an abundant supply.

Likewise, Moranth characters part of military units specialising in their use should have similar access.

Characters who have links, either personally or otherwise with Moranth Clans should be able to trade with them for it, but at an increased cost of 20%, as most of their exports are going to the Malazan army.


Note: This piece is not finished, I will add to it as much as I can when I can.


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PostPosted: Sun May 22, 2011 2:25 pm 
Cosmic Mongoose

Joined: Tue Dec 13, 2005 12:32 pm
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Location: Ireland.
Rules for Moranth Munitions
++++++++++++++++++++++++++

Please note you can buy small or large munitions. Not all types are available in small or large, but these will be detailed in the individual entries below.


Grenades can be thrown and have ENC 1 for all types.

Placed bomb require two people to throw, and do not go very far. However, they can be carried in two hands easily, or in one hand but with difficulty. They are ENC 5 for all types.


> Cusser (the big one, the one nobody should ever throw)

Cussers are only available in Large and are a placed bombs. Anyone within point blank (2 metres) range of a detonation is killed instantly. The blast zone radius is d6X10 metres. Targets netween 3 metres and 60 metres take 6d10 damage each. After the blast, smoke will affect the area for a number a Yx10 minutes, Y being the result of the d6 rolled for radius of the blast.

> Sharpers (shrapnel grenades)

Small sharpers are grenades. Larger ones are placed bombs. Damage is decreased the further from the blast.

Small/Large

3 metres 6d6/6d10
6 metres 3d6/3d10
9 metres d6/d10

> Smokers (smoke)

These munitions make a thick cloud of smoke 6 metres in radius (for a small Smoker) and 12 metres (for larger ones) Small ones are grenades and smoke lasts for d3 minutes. Large are placed and smoke lasts for d6 minutes.


> Burners (Incendary)

Watch this space.

> Sharpers (shaped charge).

Not exactly sure how they would work.


Any suggestions on prices and costs?


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PostPosted: Sun May 22, 2011 2:35 pm 
Chief Mongoose

Joined: Wed Jan 31, 2007 5:49 pm
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Nice work

They also fire some munitions by using crossbows as launch platfroms , can't recall if they use catapults/ ballista but certainly be possible?

Would you make the use of the munitions a Combat Style or a skill? - could do both so

Combat Style - Sapper - the use of Moranth Munitions in battle, for siege work etc

Advanced Skill - Moranth Munitons - the care and preperation of munitons in battle or for seiges. This skill may be used to augment a characters Combat Style - Sapper - as described on p33 of the main rulebook.

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